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Original post by xEricx
The perfect RTS would look pretty much like StarCraft.
Hah. I remember people saying this about FPS games and citing Doom/Quake. Then Half-Life came out.
Imagine, if designers thought the only FPS game type acceptable to be Doom/Quake, there'd have been no Half-Life... quote:
In your perfect RTS you should have both micro and macro management. Producing in multiple expansions (pumping peons) is a skill that not every player has. It's hard to be good at macro management. Also you should have enough unit control to have good fights, and at equal forces, the one with the best mouse/keyboard control should win.
That's odd. Given that this is a strategy game, I'd think the one with the best tactics and strategy should win. Victory shouldn't
as much go to twitch as it should go to brains.
Micromanagement gives even starcraft the same tedious build order. People eventually min-max the build order anyway, and in time know exactly how many peons to pump, which buildings to build first, etc... They publish this on websites, everyone eventually gets it, and then the game devolves into lame puzzle solving. If that's the case, why include it? It only works until someone finds the perfect build order.
At that point, it becomes an obvious choice. Any obvious choice (citing Game Architecture & Design here) should be automatic, because all other choices aren't really choices at all.
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No need to waste time on game types like King of the Hill... hardcore gamers wont play them, you can't get known at being good in a King of the Hill game!
If you only cater to ego driven pugilists (which I sometimes am, too), then yes. They'll only want games which demonstrate their superiority over their fellow gamers. In that case, direct confrontation design only.
But not everybody likes deathmatch. For everyone else who wants to play this more for fun than for bragging rights, deathmatch gets
damned dull. Hence you need other games. (If you don't play friendly games, I can see how this'd be lost on you.)
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And by the way, "mass expanding" then producing lots of the same unit IS a strategy, and it's easily counterable. So you shouldn't cut the user to use any strategy... if he wants to rush, let him go, since the other player can also rush to defend himself.
Rushing is indeed a strategy, but it's often a lame early strategy that directs the game in a single, uninteresting direction. Every game reduces to either defending specifically against the rush by rushing yourself or getting rushed and falling behind economically.
Does this get you a win? Yes. But like I said, if you're not in this solely for ego, and instead are playing LAN games with friends, then this drastically limits the scope of the game.
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Both melee and ranged units are important. If you plan to let the user produce "masses" of units, you should also include spell casters or anything with the ability to kill masses when used the good way.
I'm fine with this, but these guys should come earlier to neutralize the rush. Tiberium Sun (an otherwise crappy game IM-not so-HO) at least had this right for one side with the fixed EMP cannon. More stuff like that, so that people can't "Templar Rush"
btw, do we really need peons? --------------------
Just waiting for the mothership...
Edited by - Wavinator on June 22, 2001 2:53:37 PM