I think what they are looking for is not an RPG, but a game that plays like a table top wargame in realtime.
The emphasis in such a game is tactics . In most RTS games at the moment, tactics is an underdeveloped area of the game - economy management, overall strategy, and interunit relations are the dominating factor - in most cases tactics only become an issue when the other things are equal - good tactics makes too little difference to be a gamewinner otherwise.
Lets use an example from AoK, since that is your game of choice. Lets say I have 100 archers. We will say that you have only 25 archers. We'll also say there are no resources on this map, and there is no way for either of us to create more archers.
Now lets say I just send my archers around the map - Ill just attack-move them around the map in one big group, more or less at random, and use no tactics at all. You are allowed to use all the cunning you can. In real life, even a woefully outnumbered force should be able to defeat a big, but congenitally stupid force. Can you do it in the game?
I think this is what people are talking about when they complain about the lack of tactics in RTS games. The tactics are there, but they are not strongly defined enough to compensate for large differences in forces. Furthermore, it is often very difficult to employ these tactics due to the interface - for this reason, tactical considerations are only really available to the better players. For everyone else, the key to winning is getting the better economy, and thus being able to swamp your opponent with a mindless rush. There is a bigger payoff for learning to manage your economy than there is for learning to use tactics.
quote:
p.s. Any rts game without rps will result in pumping only the most cost effective unit, regardless of morale, area bonuses/penalties etc. If u dont have a rps system 1 unit will be superior to the rest so u need but 1 unit in the game.
Not if the game is designed properly. Using a role based system for unit design, you can ensure that even if there is a 'most powerful' unit, the other units are still essential. As I already mentioned, I think SC uses a role based approach.
Lets compare at some protoss units - carriers and reavers.
Carriers:
Moderately powerful attack against any target.
Fighters confuse the AI, meaning your opponent has to micromanage any defence against them for that defence to be effective.
Mineral cost of fighters, although fighters are tough enough to last many attacks, so this cost is usually a one off.
Flying units, don't care about terrain.
Medium range attack.
Reavers:
Extremely powerful attack vs ground units.
Requires micromanagement to keep building scarabs - also mineral cost associated with every shot.
Ground units, very slow, has to navigate through terrain
Long range attack.
Carriers look a lot better than Reavers don't they? But Reavers specialize in a role which the carrier doesn't - it is so effective against buildings and ground units, just dropping a couple into an enemy base can inflict huge damage in a very short space of time. They are also excellent in a ground defence role, one shot can wipe out a whole load of enemies, while the Carrier would be picking them off one at a time.
Edited by - Sandman on February 18, 2002 9:23:50 AM