I want an actual real time strategy game. All popular RTSs are actually just about tactics and micro. I mean every SC2 guide will tell you that up to a very high level of play, if you’re just doing more you’ll be more efficient and win regardless of strategy. Why can’t you just set a standing order of “make unit x” or “make unit x while we have gas until we get to 50 of them”? That’s strategy. Having to tab back to a building and manually queue a couple of units every several seconds is just creating busywork for players, but thats what’s necessary and optimal for playing SC2 and most RTS games well
Supreme commander was what you describe. You setup your factory to make a unit or a set of units and repeatedly build them until canceled or not enough resources. You could zoom out to view the whole map. it was very much a strategy game and not really tactics or micro.
Why can’t you just set a standing order of “make unit x” or “make unit x while we have gas until we get to 50 of them”? That’s strategy. Having to tab back to a building and manually queue a couple of units every several seconds is just creating busywork for players
I agree completely. Related: have you considered turn based strategy games?
I feel like people dont understand, that the RT part in rts will always be the important part.
If you free up macro work, people will micro harder. WC3 got rid of most of the macro demand of SC and in consequence you will lose if you dont micro your units ik battle.
SC1 had build pipe lines and it wad still better to issue commands seperatley, because the player is more flexible.
A strategy is worthless if it csn be executed and the limits of execution create strategy.
Extraordinary pathing and all-select created the a-click deathball, that is one of the most boring ways to see, play and lose to.
Hell, I should be able to upload an economic playbook with hundreds of rules like the one you described, and load it on game start. Then all I have to do is the actual unit movements.
Yep, take some ideas from single player colony management games.
It’s astounding how much you can “automate” when fully using the filters and rules options in vanilla Rimworld. Mods increase that exponentially. Granted, different genre, singleplayer, and pausable while you configure things.
I think the challenge is balancing that with the real time events you have to react to, so it doesn’t further compress the meta to an even smaller set of “optimal” options.
That is not true, at least in Age of Empires 2 which is the RTS I’m most familiar. Have a look at the limited viper series to see a good player destroy using only 60 APM. If you make good decisions, you don’t need to click as much.
Why can’t you just set a standing order of “make unit x” or “make unit x while we have gas until we get to 50 of them”?
Because while this will make casuals that will play the game for 3 hours and drop it happy, the typical RTS fans will not enjoy this. There is a trade off between queuing a lot of units and having more resources available for other techs. Having units auto produce without any disadvantage is just kind of boring. Then you are just watching the game, not really playing it.
Maybe you should try turn based strategy, if you don’t like real time strategy. In the later, like the name implies, time is the most important resource.
You don’t need a lot of clicks, but you need to use it wisely.
I want an actual real time strategy game. All popular RTSs are actually just about tactics and micro. I mean every SC2 guide will tell you that up to a very high level of play, if you’re just doing more you’ll be more efficient and win regardless of strategy. Why can’t you just set a standing order of “make unit x” or “make unit x while we have gas until we get to 50 of them”? That’s strategy. Having to tab back to a building and manually queue a couple of units every several seconds is just creating busywork for players, but thats what’s necessary and optimal for playing SC2 and most RTS games well
Supreme commander was what you describe. You setup your factory to make a unit or a set of units and repeatedly build them until canceled or not enough resources. You could zoom out to view the whole map. it was very much a strategy game and not really tactics or micro.
Beyond all Reason in a similar space
I agree completely. Related: have you considered turn based strategy games?
I feel like people dont understand, that the RT part in rts will always be the important part.
If you free up macro work, people will micro harder. WC3 got rid of most of the macro demand of SC and in consequence you will lose if you dont micro your units ik battle.
SC1 had build pipe lines and it wad still better to issue commands seperatley, because the player is more flexible.
A strategy is worthless if it csn be executed and the limits of execution create strategy.
Extraordinary pathing and all-select created the a-click deathball, that is one of the most boring ways to see, play and lose to.
Hell, I should be able to upload an economic playbook with hundreds of rules like the one you described, and load it on game start. Then all I have to do is the actual unit movements.
Yep, take some ideas from single player colony management games.
It’s astounding how much you can “automate” when fully using the filters and rules options in vanilla Rimworld. Mods increase that exponentially. Granted, different genre, singleplayer, and pausable while you configure things.
I think the challenge is balancing that with the real time events you have to react to, so it doesn’t further compress the meta to an even smaller set of “optimal” options.
That is not true, at least in Age of Empires 2 which is the RTS I’m most familiar. Have a look at the limited viper series to see a good player destroy using only 60 APM. If you make good decisions, you don’t need to click as much.
https://www.youtube.com/watch?v=s7moDQK1Yng&list=PLrFe08sgKX493Gax5DFNkpEbgICGDc0YJ
Because while this will make casuals that will play the game for 3 hours and drop it happy, the typical RTS fans will not enjoy this. There is a trade off between queuing a lot of units and having more resources available for other techs. Having units auto produce without any disadvantage is just kind of boring. Then you are just watching the game, not really playing it.
Maybe you should try turn based strategy, if you don’t like real time strategy. In the later, like the name implies, time is the most important resource. You don’t need a lot of clicks, but you need to use it wisely.