Cassidy
Arcane
I wouldn't lose the opportunity to order or change the units under construction and base improvements while I'm too busy taking care of my units out there during a tactically challenging battle.
Yes, I know they are hotkeys and I use them when I can and that there is the pause button(though in some RTSes you can't give orders at all while the game is paused) but I still can perceive the imminent limitations real-time bring to the genre when I'm playing anything that is more strategically complex than Ground Control 1 or another RTS without construction and resource management and that add the need of some twitch skills as well. I think that in such matter the "Total War" games pulled a arguably nice solution by making the resource management and building turn-based while the tactical combat is real time. But now to other flaws besides interface limitations...
ZERG RUSH!!! Oh how I hate this infamously popular one-liner, it's the kind of thing that is crippling to novice players and very annoying to veterans, and when you could just build more infrastructure to become much more powerful later(valid for both sides), allowing a much longer and interesting attrition warfare, you are forced to build very early defenses because of them and when the rusher is a n00b, all you have to do is dispatch as small force and bash him as n00bs in RTS tend to forget about "what if my attack fails and there is a counter-attack?". Thus in most cases it equals short and uninspiring matches.
Also this infamous phrase can be used to describe which I consider the most annoying flaw of most RTSes: the gameplay aspect of whoever clicks/hotkeys faster has higher chances to win, even if he is slightly less skilled in strategy which doesn't exist in turn-based and is the most of the mentioned twitch-gaming.
Plus there are possibly other flaws I forgot to mention, but the questions are: Is there any solution to solve these problems in RTSes or are they inherent to the genre and unavoidable to the point that turn-based strategy is preferable for more complex in-depth strategic games? Is Total War series approach a nice compromise? Any other thoughts on such matter?
Yes, I know they are hotkeys and I use them when I can and that there is the pause button(though in some RTSes you can't give orders at all while the game is paused) but I still can perceive the imminent limitations real-time bring to the genre when I'm playing anything that is more strategically complex than Ground Control 1 or another RTS without construction and resource management and that add the need of some twitch skills as well. I think that in such matter the "Total War" games pulled a arguably nice solution by making the resource management and building turn-based while the tactical combat is real time. But now to other flaws besides interface limitations...
ZERG RUSH!!! Oh how I hate this infamously popular one-liner, it's the kind of thing that is crippling to novice players and very annoying to veterans, and when you could just build more infrastructure to become much more powerful later(valid for both sides), allowing a much longer and interesting attrition warfare, you are forced to build very early defenses because of them and when the rusher is a n00b, all you have to do is dispatch as small force and bash him as n00bs in RTS tend to forget about "what if my attack fails and there is a counter-attack?". Thus in most cases it equals short and uninspiring matches.
Also this infamous phrase can be used to describe which I consider the most annoying flaw of most RTSes: the gameplay aspect of whoever clicks/hotkeys faster has higher chances to win, even if he is slightly less skilled in strategy which doesn't exist in turn-based and is the most of the mentioned twitch-gaming.
Plus there are possibly other flaws I forgot to mention, but the questions are: Is there any solution to solve these problems in RTSes or are they inherent to the genre and unavoidable to the point that turn-based strategy is preferable for more complex in-depth strategic games? Is Total War series approach a nice compromise? Any other thoughts on such matter?