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RTS Creating the ultimate RTS

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,058
Location
Eastern block
You need to look at what BW did in endgame, 200unit count wasn't a hard cap because carriers and reavers had their own units too and arbiter recall would result in plenty on screen also.
Then it becomes a sprite vs. polygon problem how you deal with lighting because former doesn't really allow it and you might not want to go all-in on latter because it'd slow to a crawl. It's not easy, btw same holds for ARPG that went stupid with "pack"-s.

Are you suggesting a lower cap is better?
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,068
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Seeing only one mention of good pathfinding is disgusting.
I am torn on this.

On the one hand, having units get stuck on eachother, or get stuck on the environment, or taking 5x as long going places as they should all suck.

But on the other hand, I feel that having nigh perfect pathfinding is what makes sc2 depend so very heavily on massive deathballs. Because bad pathfinding kinda means that you get the dynamism of having small but nimble armies and big but hard to move armies.
 

Beans00

Erudite
Possibly Retarded
Joined
Aug 27, 2008
Messages
1,629

"Units should be able to gain ranks"

Agree, but it should be limited. I think the way kknd did it was best. Units turn blue then red, gives them a bonus without making them retarded OP. In kknd it even changed their voice.

"Global powers "

I would say I disagree with this. Maybe for single player it's fine, I've never had a moment in RTS multiplayer where someone hit me/I hit someone with a god ability or a nuke and said 'gee this is fun'.

"Neutral units"

Sort of agree, it can be interesting. Then you had games like war wind where the Neutral units were a bigger threat than the opponents. Or the meta in WC3 being 'farm creeps until you're level 10'.

"Take and hold "

I would say this should be optional on maps.

"Cover "


Not sure I agree on this one. It's hard to balance that type of map interactivity.

"Attack types"

Agree, but I don't have a problem with specific counter units like Pikemen and Skirmishers in age of empires 2

"Reloading system"

Can't think of an RTS where this was implemented. Not sure if RTS lends itself to this type of gameplay unless it's very small in scope.

"Units should have memorable voice lines"

work work

'Units should be readable on the battlefield"

Agree, although thats easier in SC and WC because the battles are generally smaller. In aoe/cnc you had a lot more units on the field.

"Memorable unit sounds"

agree

"Factions should be radically different, yet balanced"

Agree

"No hero units or RPG elements"

Hard agree on this.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,644
Agree, but I don't have a problem with specific counter units like Pikemen and Skirmishers in age of empires 2
That is actually an utterly labyrinthian clusterfuck of multiple damage and armour types resulting in a ton of weird interactions. It's been steadily getting cleaned up over the last couple years but you had shit like camels taking extra damage from towers because towers did bonus damage vs ships and camels used that armour type. Damage vs buildings is still especially opaque. Do not want.

On the subject of creeps- I always liked the sandworms in Dune 2. Making resource gathering risky and require some attention is a good idea I think, at least for one faction.

Also- the ability to run over infantry with tanks or other large vehicles. Dovetails nicely with that whole 'memorable sound clips' thing.
 
Joined
Aug 9, 2024
Messages
81
I like the Tiberium fields that the harvesters had to dig up the green crystals and precious blue. And if troops went in they would get injured by it and if they died they could turn into a chrome blob creature that was kinda dangerous.
 

Eisen

Learned
Joined
Apr 21, 2020
Messages
739
No hero units or RPG elements

The title says it all. We all know this is decline.
I would agree but Warlords Battlecry is the most fun RTS/RPG i've played, although i consider it more an RPG than RTS
 

deama

Prophet
Joined
May 13, 2013
Messages
4,894
Location
UK
The base building of stronghold would be good, especially seeing your own peasants wonder around doing stuff.

What about battle for middle earth? Anything good can be salvaged from there? I believe it had squad based units, except for heroes and special units like ogres. It also had god powers? Or am I misremembering that?
The base building I remember being meh though. The landscape design/aesthetic wasn't the best either.

There was also that interesting RTS from early 2000s I think, war zero? Zero war? Original War? Something like that. It was kinda like myth and myth2 but more RTS, and I believe they had the units gain levels and specialise more than something like tiberian sun, almost like each unit was a hero.

Definitely camera controls of SupCommander or the like. I really hate it when RTS games just force you into a specific zoom level.

Also a good campaign with varying/interesting missions.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,058
Location
Eastern block
Guys any thoughts on Ground Control 2? I really liked that game, it's a little underrated IMO.

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Dark Souls II

Educated
Shitposter
Joined
Jul 13, 2024
Messages
324
Two ways to make a good RTS in the current year:

- make a hypermodern, realistic game focused on drone warfare, EW, artillery, missiles, mines etc.

- just give up, make the most generic Warcraft II-esque RTS that's just elfpussy vs orcpussy
 

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