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Twilit Masked Audiophile Boomboxer

Joined: 07 Aug 2008 Posts: 80
HP: 100 MP: 10 Lives: 0
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Posted: Sun Nov 09, 2008 10:26 pm
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Yeah, yeah, I know what you're thinking. "Another one of these pointless 'dream game' discussions." Well, sorry guys, but you're the only real "game-related" forum I frequent. Besides, I haven't been able to get this idea I've had affectionate-parody deconstructionist real-time-strategy game outta my head.
So, yeah. If the gods of real-time-strategy games went up to your door one day and asked you what you'd want in the perfect RTS, what would you say? Any game mechanics that you'd like to see? Would you like it too be easier for newcomers? Would it be funny? Serious? A combination of the two? What time period would it be set? What kind of crazy units and awesomeness would you like to see?
I've asked this question to myself a few times. The thing is, as much as I love RTSs, I absolutely suck at them. I can't play any of them competitively online at all. So, I want a diverse selection of views from casual RTS gamers to hardcore RTS gamers to people who've never actually played an RTS/absolutely hate them but love a game with a sense of humor about itself and its genre.
So, what do you say? Any input? |
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Nintendo Zealot Warlord_Mike
Joined: 04 Jun 2008 Posts: 353
HP: 99 MP: 7 Lives: 0
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Posted: Sun Nov 09, 2008 10:58 pm
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First off, Superweapons are a must. That's one reason I love CnC more than Starcraft or Warcraft.
Second, if some more powerful attacks are used, the terrain alters to show deep craters, scorched earth, toxic spills, etc.
Each side has their own quirks that can be countered by a different unit. Starcraft capitalized on this heavily - a big "for instance" was with the Terran Battlecruisers and Protoss Carriers - expensive and can do some crazy-@$$ damage, but smaller units, like wraiths, scouts and scourge, can really hinder them.
Implementing "Food" limits is generally more restrictive than "Power" limits - people can often build as many power plants as possible, while there's typically an upper bound for max food.
If land, sea, and air are areas of combat, then, by God, they'd better all get used. Having just land, land and air, or land and sea often isn't as fun as all three.
That's all I can think of at this point; if I think of anything else, though, I'll be sure to add it.  |
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Twilit Masked Audiophile Boomboxer

Joined: 07 Aug 2008 Posts: 80
HP: 100 MP: 10 Lives: 0
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Posted: Tue Nov 11, 2008 10:46 pm
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Yep, pretty much agree with everything you said, Mike. In addition to the terrain-altering abilities, I'd like to see a RTS designed from the ground up in terms of physics. Same with unit-balancing, races, oft-neglected water combat, etc.
I've never played Command and Conquer, so what exactly do you mean by "superweapons?"
Oh, and if the game is in a speculative fiction-style universe, I'd really like to see a very diverse group of factions, Starcraft/Warcraft-style. I would also kill for a clockpunk/steampunk "race." That would be beyond amazing. |
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Elite Nerr Francis

Joined: 16 Apr 2007 Posts: 6974
HP: 50 MP: 3 Lives: 0
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Posted: Wed Nov 12, 2008 12:05 am
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I would like to see something with the size and complexity of Civilization, but real time, instead of turn-based. Where you build an empire, and not just a series of battlefields.
I love playing in a huge C&C game with 8 players. So it should be a MMO with thousands of players... so you can form aliances and share resources and stuff. |
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Nintendo Zealot Warlord_Mike
Joined: 04 Jun 2008 Posts: 353
HP: 99 MP: 7 Lives: 0
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Posted: Wed Nov 12, 2008 12:12 am
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| Boomboxer wrote: | Yep, pretty much agree with everything you said, Mike. In addition to the terrain-altering abilities, I'd like to see a RTS designed from the ground up in terms of physics. Same with unit-balancing, races, oft-neglected water combat, etc.
I've never played Command and Conquer, so what exactly do you mean by "superweapons?"
Oh, and if the game is in a speculative fiction-style universe, I'd really like to see a very diverse group of factions, Starcraft/Warcraft-style. I would also kill for a clockpunk/steampunk "race." That would be beyond amazing. |
Superweapons = Nukes, Ion Cannons, Planetary Railguns, etc. Essentially, it allows you to go "YOU GO SQUISH NOW!" to your enemies.
Something else I forgot to mention: An RTS should NOT be micro-intensive. That's pretty much the only thing WCIII suffered with, because a LOT of units had numerous abilities, and having to constantly switch between your units and worry about all that jazz. |
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Twilit Masked Audiophile Boomboxer

Joined: 07 Aug 2008 Posts: 80
HP: 100 MP: 10 Lives: 0
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Posted: Wed Nov 12, 2008 4:24 pm
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| Warlord_Mike wrote: | | Boomboxer wrote: | Yep, pretty much agree with everything you said, Mike. In addition to the terrain-altering abilities, I'd like to see a RTS designed from the ground up in terms of physics. Same with unit-balancing, races, oft-neglected water combat, etc.
I've never played Command and Conquer, so what exactly do you mean by "superweapons?"
Oh, and if the game is in a speculative fiction-style universe, I'd really like to see a very diverse group of factions, Starcraft/Warcraft-style. I would also kill for a clockpunk/steampunk "race." That would be beyond amazing. |
Superweapons = Nukes, Ion Cannons, Planetary Railguns, etc. Essentially, it allows you to go "YOU GO SQUISH NOW!" to your enemies.
Something else I forgot to mention: An RTS should NOT be micro-intensive. That's pretty much the only thing WCIII suffered with, because a LOT of units had numerous abilities, and having to constantly switch between your units and worry about all that jazz. |
This. However, I did like that WCIII streamlined the spellcasting features with autocast abilities and the ability to swap between multiple ability-using units with tab, as I had trouble using my spellcasters to full effect in SC. If there's abilities, make them autocastable or easy to use.
My friends and I actually talked about the ability to work diplomatically in an RTS, Francis. I guess it's much easier to use more peaceful strategies in a turn-based game, but it would be cool if there were alternative options to the typical build-and-destroy business.
An MMORTS would be quite amazing, now that you mention it . . . |
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PC Gamer Alexio Vampire
Joined: 23 Oct 2007 Posts: 1102
HP: 15 MP: 0 Lives: 0
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Posted: Wed Nov 12, 2008 8:43 pm
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I don't want an RTS to have a thing where you have to upgrade ages like in Age of Empires. I also don't want more than 3 resources to gather. |
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Twilit Masked Audiophile Boomboxer

Joined: 07 Aug 2008 Posts: 80
HP: 100 MP: 10 Lives: 0
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Posted: Thu Nov 13, 2008 8:24 pm
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I don't mind ages/tiers, actually, but whatever. I'm just kinda indifferent. If there's a better way to organize a tech tree, then, yeah, sure, a game implementing that would be great. But if there has to be tiers, then I'm not whining.
A look at the wikipedia article for real-time strategy made me think of something.
http://en.wikipedia.org/wiki/Real-time_strategy
Players shouldn't have to fight against the interface and work their way around its limitations. I was absolutely THRILLED when I learned that StarCraft II wouldn't have a unit subgroup selection cap (as in, you can select more than twelve Zerglings in one group).
That's the kinda thing I'd like to see more of. The trend in the industry seems to be turning RTSs into less "click-fests" with less "button babysitting," and I'd like to see developers continue that trend with an interface designed from the ground up.[/url] |
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Nintendo Zealot Warlord_Mike
Joined: 04 Jun 2008 Posts: 353
HP: 99 MP: 7 Lives: 0
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Posted: Fri Nov 14, 2008 12:30 am
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| Boomboxer wrote: | I don't mind ages/tiers, actually, but whatever. I'm just kinda indifferent. If there's a better way to organize a tech tree, then, yeah, sure, a game implementing that would be great. But if there has to be tiers, then I'm not whining.
A look at the wikipedia article for real-time strategy made me think of something.
http://en.wikipedia.org/wiki/Real-time_strategy
Players shouldn't have to fight against the interface and work their way around its limitations. I was absolutely THRILLED when I learned that StarCraft II wouldn't have a unit subgroup selection cap (as in, you can select more than twelve Zerglings in one group).
That's the kinda thing I'd like to see more of. The trend in the industry seems to be turning RTSs into less "click-fests" with less "button babysitting," and I'd like to see developers continue that trend with an interface designed from the ground up.[/url] |
Ah, yes, that's another thing that I remember seeing that I admire in an RTS - Infinite Unit Group Cap. CnC does this in all the games it has - in Red Alert 2, I often play as Korea, and have a few (read: eight) Black Eagle Jets (the most powerful) sitting around on call when I need to bomb the crap out of something. When I HAVE to use Harriers, I usually have about 16.
Other stoof...
Don't make the game so complicated it becomes impossible to play. Typically, ANY RTS has Money. Most have secondary resources, like wood, oil, metal, etc. Some more also have tertiary resources, like food, minerals, or others from the secondary. However, that should be all the player needs to worry about. Other games, like Dawn of War, incorporate Morale into the mix, which pretty much requires you to baby-sit your troops around the clock. Same thing with Sins of a Solar Empire, only this time, it's allegiance. Granted, Sins is a bit more forgiving (you only have to worry about your planets, not your troops as well), but it does make the game more of a hassle.
The third axis is optional. Yes, RTSes are typically in 3D these days, but no, combat does NOT involve changes in altitude (more like varying levels of 2-D, is how I can best describe it). To my knowledge, the only RTS that involves fighting in 3 dimensions is Homeworld 1/2. It's a cool idea, but can prove to be a bit of a bother when you need to check what your enemy's position relative to you happens to be.
If "spells" must be used, limit them to be either auto-cast, passive, or only have one or two "dedicated" spell-caster-type units. Examples: The Terran's Science Vessel can only attack by using spells (Irradiate and EMP Shockwave), and it's one of only 3 that it's really mandatory you do so for (the others are the BC and Wraith, though you could contest Marines, Firebats, Medics, and Ghosts are, as well).
The counter-argument to this, however, is equally important. Ghosts are one of the most useful units in the game, but I've found they tend to be so fragile that they're reserved for special missions (e.g., blowing the enemy to kingdom come with a Massed Nuke Strike (6 is often enough to annihilate everything)). As such, having one or two units like the Ghost is an odd quirk that a game just wouldn't be complete without. |
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