[quote name='AltarofScience' timestamp='1357702927' post='5019346']
Dropping actual move speed is something that I have been looking into. Most commercial devs and mainstream gamers don't like it though, because they want fast 30minute session games.
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true, but those are also based on completing a battle/war in 30 minutes or less as well. This game is on going, with battles lasting longer periods, with or without player activity. That is a significant change to the modern RTS, and I believe would account for allowing the change.
[quote name='AltarofScience' timestamp='1357702927' post='5019346']
I have been looking into some sort of perception stat so you can hide units in tall grass or trees and so forth as well as reduced vision ranges. Not only for all factions but for specialist factions. Imagine a faction based on forest control. They see farther there, they hide better
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This sounds quite good. I know there are often upgrades about better vision. But what about better hiding. In starcraft, a group of troops left alone just stand there. they don't stay near cover, or get down, or try to hide them selves. (not including zerg burying, which you have to activate yourself) but perhaps additional training can be given to troops to help them hide their information longer.
"Knowing is half the battle" right? this would be a great way to start putting that to use. The art of deception should be part of war. The AI Bar will tell you what things appear to be, and what is absolutely known. Which will often be different.
[quote name='AltarofScience' timestamp='1357702927' post='5019346']
they can move through normally impassible forest. Now moving in the forest is slower and harder to do formation, but if its big being the only one who can navigate it safely is a nice advantage, other groups having to take the long way around.
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The skill to use certain items of scenery sounds like a good idea. This could also include learning to use ditches/objects for cover, instead of just standing in the open shooting.
Perhaps Accuracy can play a bigger role here as well. Just because you shoot at a target doesn't mean you'll hit it, and not just in a "not dealing as much damage" kind of way, but "shooting things behind it/next to it" kind of way. So surrounding your enemy is great, so long as your guys have good accuracy, otherwise you might deal as much damage to your self as to others. Also information/tactics use that the AI can provide info on. with such fun info as "38% chance your troops will shoot them selves."