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Too much RT, not enough S.
I don't mind the RT, yet I'll ask: what S? (A rhetorical, if a bit cynical question. Details will follow.)
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Original post by Dexter Omega
"If you want to get good at RTS games, you should really learn all of the hotkeys."
On a side note, I'd say you should learn the hotkeys anyway. Personally I'm sick and tired of the "never touch the keyboard"-gameplay mentality, as because of it most games offer only a small subset of the mouse-driven actions as hotkeys, not to mention the fact that the mouse is overly context-sensitive, which will cause any misclick to cause a disaster.
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It is my belief (and I'm sure others share this belief) that RTS games are a little too much twitch and not quite enough tactics.
The problem is that most RTS games don't really allow you to execute good, traditional strategies.
As Oluseyi already mentioned, there are no supply lines, nor do you need to transport goods to construction sites (surprisingly enough, you seem to be able to use some form of quantum-mechanical tunneling for this, even in prehistoric times!). Thus the effect of sieges is pathetic as opposed to what it would really be and ambushing convoys is simply not possible.
Food and similar other consumables are not really consumed, ie. food is just yet another "money resource". Due to this, sieges are even less interesting and ravaging and pillaging the coutryside is utterly pointless. Such consumables should be local and should be drained with a speed proportional to the local population size for any such tactics.
You can't walk in forests, let alone hide in them, making many of the guerilla tactics and ambushes you might have wanted to use impossible. Such tactics would be very much fun, especially if combined with a asymmetric field of view (ie. it's easy to see outside a forest from within, but difficult to see in the forest from without).
Usually in RTSs the defender will need a whole lot of more troops than the attacker in order to survive, which is somewhat of the opposite of what intuition would tell you (unless we are talking about something of the order of a global thermonuclear war). After all, the defenders should have the upper hand, as they know the landscape better, have digged in and more likely have better morale (after all, they are defending their homes, as opposed to the attackers who have just crossed the swamp in a rainy weather without having seen their families for weeks etc; I hope I make my point).
And these are just a few examples. The prevalence of the rush tactic is not really the problem per se; it is merely a symptom of a much graver problem: there are no viable alternatives. Stop treating the symptom with lame paper-rock-scissors-schemes and give me more tactical possibilities! Argh! And I never want to have to hack down a building (that I should be able to conquer by simply walking in or something anyway) with swords again, it's like having to cut down a tree with a herring! [grin]
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Too much of the player's time is spent either with a ridiculous amount of micromanaging, or having to handle half a dozen different things. The result is a very clear cut "skill level" that relies more on knowing which buttons to press and manual dexterity than well thought out planning and strategic management. It could just be my opinion, but I don't think this is a particularly good thing.
I think it may be a good idea to free up the player’s brain a little bit. A real commander shouldn’t have to worry about each and every unit’s position and tasks, and neither should the player. The player should be able to play the game with a level of involvement that they chose, not a vastly unnecessary array of incredibly tedious tasks which would normally handled by officers two levels below him. He CAN control everything, but he doesn’t HAVE to control everything.
Would a high level of automation in a RTS be a good thing, or a bad thing? (Obviously, the player would be able to choose what is and isn’t automated.)
Automation leads to the redemption of RTS games. I agree with you. As I have
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Now I’m sure that both the idea of high level automation and a pre-built base aren’t new ones. The question is, are they ultimately beneficial to add as core game concepts?
Yes. While I'm not saying that they would necessarily bring about overwhelmingly superior gameplay, variety is never a bad thing.