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yin26
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This space reserved for Darkstar.
Apr 1999 time: 14:14
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RTS games are almost inherently designed to have a start, middle and ending within an hour to two hours at most. This necessarily limits each one of those phases, but most dramatically the start. In Civ, for example, it's the magic of that one tiny city slowly becoming two, then three that sets the stage for a satisfying conclusion hundreds of turns later.
But to make the start too long in an RTS would kill the experience in that case. So where can things be made more complex?
Frankly, the addition of civ bonuses/weaknesses in AoK was VERY well done. If two good players match up, but one plays closer attention to the differences between civs, you can guess who wins. Also, the sheer number of techs that one can research make for some crucial decisions. You can't ignore them, nor can you just research them blindly. Once again, the player who researches the right techs for the right units at the right time exerts a huge advantage.
So the simple answer is: Make the differences between civs MORE interesting and add MORE techs. Sure, the first few games of AoK leave your heading spinning trying to learn all you can do. But within a few weeks, the mind adapts and it quickly approaches that "Ho, humm" feeling.
Brian: Please don't be afraid to make the player confront a greater array of strategic choices. After all, in AoK, if you don't get certain techs, you almost assure you'll lose (range upgrades, for example). What would be far more intersting is if you had so many choices available to you that you simply COULDN'T research them all during a standard game.
This would allow not only for immensely more replay, but the strategic consequences would be immense. Instead of your standard "boom and buy everthing" scenario, which then boils down to little more than Deathmatch, you'd need to really scout well, pay attention and take some risks.
Finally, a real weakness in AoK as I see it is they overcompensated by making the TC too damn strong. Fighting should be viable and balanced from the first minute on. I realize that the testing required to work through all these combinations would be tremendous, but MS is giving you time to do it right the first time.
Best of luck. 
Oh, and I forgot to mention, make the "relic" idea far more important. In addition to relics, add bonuses for % of land held, number of villagers, etc. This way you can make for more intense awareness of object/map control while building the econ. For example, if the first player to reach 50 villagers gets a +1 range bonus, you'll encourage booming. On the other hand, the guy who spends some of his resources gathering map percentage and relics could get a +2 range bonus and wipe out the pure boom. Stuff like that.
[This message has been edited by yin26 (edited January 27, 2001).]
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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I can understand how most of you would not be able to understand the beauty of real time strategy, but as a lover of both RTS and turnbased, let me explain the strategies involved.
The key is time. All players are making their moves at once, and there is no time to sit back and consult a strategy guide on what to build next. The games should be designed so that players who simply turtle up in their base will be defeated in the end, thus encouraging expansion, fighting over resources, etc.
Take, for example, Starcraft. The "simple" early game offers a very difficult decision: rush or power? Obviously, the more workers built early on, the more resources yielded, etc. However, if one waits too long before starting an army, they risk getting caught with their pants down. And so the game progresses. Does one go for powerful seige units and hope the enemy doesn't build air? Does one build air and hope the enemy doesn't build appropriate defense? Does one attempt an expensive, but potentially devestating covert operation and hope their opponent isn't paying good enough attention?
Real Time is for quick thinking. It is completely different, and while some may not enjoy it, it is certainly no less deep than Civilization. (Unless it was not made very well, obviously)
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tniem
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Hope College
Apr 2000 time: 00:14
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quote: Originally posted by lord of the mark
but without some of the absurdities introduced into combat by advantages from "going first" and with some greater degree of suspension of disbelief.
I am no fan of "classic RTS" but i think the future lies more with pausable RTS, hybrid (a la Shogun) or simultaneous turns than with classical TBS.
LOTM |
Most definetely. Even the greatest AI created to this point pales to comparison to a flexible and learning human opponent. Therefor, yes you want to build a great AI for a strategy game, but you must remember that MP is going to be a primary way for the gamer to play your creation.
That said, the classical TBS game is just to slow and time consuming for the average gamer to play. Sure PBEM is a good option and solution to the time suck, but this type of game just takes way to long for a completed game to happen. So that leaves us with simultaneous turns and more real time games.
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J Bytheway
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England
Jul 2001 time: 05:14
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There's plenty of strategy in RTS, I am also a fan of Starcraft, and agree with death_head, but I would also like to draw your attention to the fact that Starcraft is a game which was written insanely well.
There are three races which are as utterly different as possible, and yet they are almost perfectly balanced. The game must have been playtested to exhaustion, because the bugs present in the release were few, minor and all fixed very quickly in a patch. The map/scenario editor is the best I have ever used, and the AI (most notably in the Brood War expansion) is extremely good, using all the units available in some really cunning and obscure tactics. There is no tactic that is unstoppable or 'best', and no defense that can stop everything thrown against it. These are all features I would look for in any RTS, and they all contribute to strategy. The 12-unit selection limit is deemed ridiculous by some, but I think it represents the problems of command fairly well, and forces you to let your units use their initiative somewhat. Of course there are also things I dislike and would change like the lack of order queueing, but that will always be the case.
While I'm on the subject of AI, it's interesting to note that the one of the biggest differences in RTS vs TBS (IMO) is the inherent advantage an AI has in RTS because of its ability to be 'everywhere at once', and recent improvements in the user interface (try playing Warcraft (that's the original) after playing Starcraft or another more recent RTS and you'll scream - trust me, I did) have attenuated the problem, and you can also help by playing in teams, it will never go away. And - in a way - I wouldn't want it to, because it's better than giving the AI some other more 'artificial' advantage like faster units or more damage.
Perhaps all these points have been made before, but I was just passing by this forum, and I thought I'd give my penny's worth.
John
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Comrade Tribune
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Vienna, Austria
Nov 1999 time: 06:14
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quote: Originally posted by yin26
But to make the start too long in an RTS would kill the experience in that case. So where can things be made more complex?
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Eliminate building altogether. Make the game purely tactical: Gettysburg++.
Say you have all the colourful units of AoE or AoK, and more, BUT with realistic formations, tactics, command control, morale, facing, ammunition, line-of-sight, terrain, weather,... everything a tabletop game would have.
You use one of, say, 30 historical army lists to buy your troops, then slug it out. Mmmmm. 
Last edited by Comrade Tribune on 20-12-2001 at 22:25
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:14
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I would respectfully disagree with the notion that there's plenty of strategy in RTS-type games.
There's plenty of tactical decision making in the RTS genre, but in the end, it amounts to He-Who-Is-The-Fastest-Clicker-With-The-Mouse, wins.
That has little to do with strategy, IMO.
Of course, one could argue that the inclusion of a tech tree/upgrades and so forth fosters strategic choice....and it could.....it could. But, as Yin pointed out in AoK, without certain upgrades (ranged attack), your goose is pretty much cooked, so there's no real strategy there....it's race for the key upgrades with breakneck speed....whoever can click their way to that the fastest gains the upper hand for a while.
I suppose then, I would be firmly in the camp of those who long for a pausable RTS. This would allow for much greater micromanagement a la turn-based games (which could be done during the paused times), and more intelligent AI routines built into the units when in real time (such that I can set a groups formation and orders and not necessarily have to worry about them....they *should* be smart enough to at least defend themselves intelligently if I"m off tending to some other hotspot.....one of the biggest failings of the RTS genre is that automated units, if left to their own devices, are utterly helpless when confronted by hostiles. This, more than anything, is what turns RTS games into nothing more than frantic clickfests.
I have high hopes tho....and I'm very curious to see what sorts of games come from this group....
-=Vel=-
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