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jerichosainte wrote:I gave up a long time ago on RTS for the lack of camera control with the games becoming larger in scale. Being able to zoom in/out to any magnification to get a better picture of the battlefield and simplifying the camera control would make the experience less frustrating.
DoHo_ wrote:Why are you all assuming it means "dumb things down"? Making a GUI much more clear and readable doesn't mean dumbing it down. Stop being paranoid/elitst pricks.
Greg Wilson wrote:...what with so many buttons to press, left and right clicking...
caitsith01 wrote:Bronze_D wrote:A. create a new smart order/targeting mechanism that would allow the the less accurate and slower console control interface to still issue time sensitive command with reasonable accuracy.
I've often thought a cool way to build an RTS would be to put you much more realistically in the shoes of a general - you give the "big picture" orders, rather than micromanaging every unit.
Real life generals don't spend their time helping individual soldiers pathfind their way to objectives - they decide on strategy, and on the broad sweep of what is to happen, and then rely on the chain of command to implement it.
I'd love to see an RTS game where you have a realistic chain of command. "Take 20 infantry units and prepare for an ambush over there, then wait for my signal", "launch an air strike to soften up those emplacements", etc. etc.
Could work a lot better on consoles too.
That said, there will always be room for Total Annihilation style RTS on PC. Like (proper) FPSes, PC is uniquely suited to these games due to its controls.
ub3r wrote:Please for the love of God, don't dumb down RTS games. I hate this move to oversimplify every aspect of gameplay, gone are the days of depth and complexity



Bronze_D wrote:imho micro management is actually the main focus of RTT and not exactly RTS since strategy in it's general form isn't so much the micro management but rather the macro.
most of our 'RTS' however have fair degree of RTT element built into it in general since it isn't quite as interesting to have an RTS with just the amount of depth available in most mainstream RTS games if you are not given some ways of tipping the scale of the battle.
it is perfectly viable as well to have micro management in turn based game since that is EXACTLY what turn based tactical games are all about, micro managing your troops, mech, tanks, whatever... every single step of the way from where they go, how far to go, when to fire, etc.

Mekon wrote:I have to agree with the above - what I find appealing in the genre is the complexity. Don't get me wrong, there is room for more streamlined titles alongside more complex tactical simulations, but claiming that the need to control multiple units is a drawback is pants on head stupid, IMO... hint: if you're only controlling one unit, it's not an RTS title.
That said, titles like RUSE are simplified, yet still have a reasonable amount of depth. It works fine on console, although I do prefer it on PC.
Somewhat true, but strictly speaking most ppl don't have trouble with micro managing single unit in real time.Agent_Dark wrote:I dunno, I view "Micro" as a skill really when you are forced to do all that micro-managing right in the heat of battle. It's one thing to do that in a Turn Based scenario where you can sit back and really think through what you're about to do, and completely another where you need to make split-second decisions on how to position your units, what to focus fire your units on, when to activate special abilities etc.
I'm not saying TBS doesn't need micro-management, but RTS is where you need to do that Micro in a split-second.
How universally appealing to do you think the RTS genre is? Do you see CoH expanding to consoles? Is it even possible for an RTS to break into mainstream with the kind of numbers we see in shooters?
c0mc0 wrote:Imagine an interface that allowed you to sit on your couch and play [...] Civ5 on your TV screen? I'd pay good money for that.
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