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It is completely unrealistic to think that a soldier can't shoot another because there's a building hovering above his head, but that's exactly what that manouver represents.
First off, I don't think that realism is the goal of games, but in this case it actually is a bit realistic. :P
Units can be shot while under buildings, but they can't be manually targeted. If you are a commander with a birds-eye view of the battlefield, you wouldn't be able to tell a unit to attack something you didn't know was there. That brings up questions of fog-of-war, however...
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You haven't been listening. I like starcraft too. I'm not saying that the pace of it makes it a mindless clickfest. There's plenty of strategy in starcraft, and it's a fantastic game. If I didn't like it, I wouldn't play it so often.
What I am saying though, is that I don't think this fast paced gameplay is the only way to play an RTS. I would like to see a game where the strategic elements are more believable, and the gameplay places a greater emphasis on strategy than on micromanagement skills. Not necessarily to replace the current standards, but in addition.
That is pretty much rephrasing my last paragraph.