Advertisement

RTS Interface: Strategic Markers

Started by January 11, 2005 07:11 AM
10 comments, last by Dobbs 20 years ago
Quote:
Original post by vHaB
I would be afraid of handing over too much responsibility to the AI however, resulting in a "set 'em up and just watch" sort of gameplay.

(...)

I think it's a good idea, but perhaps it would be wise to cap the number of markers that could be placed. Either by marker type, or an overall total. It seems like if you allowed infinite used of them, the game becomes more about setting markers than actually manipulating troops yourself.


Well, if we're talking about RTS games, that's kind of the idea. If you're manipulating troops like you do in C&C, Warcraft, or even Total War battle maps, you're playing tactics. In strategy, there is no micromanagement, there is just the general idea of moving units to reach a specified high-level goal. If it starts feeling like high-speed Civilization, we're starting to talk strategy.
How about a medic/repair marker? An area where units damaged on the front line will automatically retreat to for repairs. It might also attract nearby idle repair units.

An aside to the whole control marker scheme: It might be useful to have a command modifier that says "ignore strategic markers" if for instance you DO want a unit to make a suicidal dash through a dangerous area rather than skirt around it.

This topic is closed to new replies.

Advertisement