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I actually enjoy the tactic's element more, but it seems the logistics level is defiantely where the battle is won in most games. My biggest problem with the tactical element is just the ridiculous click fest it always degenerates into, with my screaming obscenities at my terminally retarded troops as they mill around aimlessly. |
(Myth II and Close Combat II) > all. |
I hate the Myth series and all "tactical" RTS with a passion. It's all about figuring out which way to face the ass of X units relative to you and the asses of X enemy units. I like to build, collect, research, and choose, to have total control. |
Earth 2150 sheds a quiet tear |
Earth 2150 was indeed a GREAT game, but its depth was matched by the fact that a single game took FOREVER to play. In fact, I think have one I've yet to finish... |
I like to think of myself as a general leading my army into war. Numbers, terrain, weaponry, formation, those are the things I want to deal with in a strategy game. |
Myth spoiled me for any game that tries to make me allocate resources and/or build things during gameplay. RTT is what I like best. Sure, let me distribute a fixed set of resources before the game starts in order to build my army, but once the whistle blows, it's just me and my guys. When even one archer dies, I feel it -- View image here: http://episteme.arstechnica.com/infopop/emoticons/icon_smile.gif -- |
Warzone 2100 I miss thee. |
quote: This is a very good point, and I see exactly what you mean. Personally, I like a heavy dose of puzzle-solving in my real-time games, which is why I have so much fun with the Commandos series of games (though they can be wicked hard) and don't really enjoy the "traditional" RTS games like *Craft or C&C. -Gabe |
A good RTS usually has a blend of tactics and logistics. Using the example of Starcraft, you have to use to both to play well. |
-- View image here: http://episteme.arstechnica.com/infopop/emoticons/icon_frown.gif -- |
quote: How can you possibly say this. It's 100% RPS, just with more options. Highground trumps low, cav trumps archers, etc. It's a fine game for what it does, but you don't even have the freedom of unit selection that you do in SC. And to lay the charge of tacticsless at SC's door is to be immensely wrong. This was even true in wc2 - I had a friend who, given 9 ogres of an equal tech level to my 9 ogres, would always, always win. Generally with a surplus of three ogres. You think sneaking 2 lurkers around my defenses and destroying my economy isn't tactics? You think sneak-building a 2-pylon cannon emplacement at a chokepoint isn't tactics? You think reaver-popping advancing siege tanks isn't tactics? What does qualify as tactics in your world, if not positioning of forces to exploit their strengths against an enemies weaknesses? I never got into the myth or the close combat games, but never did I ever get heavily into the harvesting type games. TBS was always more my thing, and the total war games are the sort of holy union of the two that make my strategy-inclined mr. wiggly happy indeed. |
Definitely tactics, but only because the logistical end of most RTS's is crap. Games like Warlords Battlecry allow you to focus on the tactics and the logistics WITHOUT the crappy "harvester line" problems. I'd definitely rather focus on a way to destroy supplies, like blowing up a mine, than deal with the perpetually stupid harvesters. |
Note to the entire game industry: Get Rid Of Resourcing. |
Tactics are better for me, simply because I suck at balancing base-building and taking offensive actions at the same time. |
quote: Vampyre=true. I'm sick of my soldiers shooting their 5.56 rounds at tanks while my Paladins are trying to shoot up the infantry with AT weapons. dB |
quote: I agree on the intelligence of units issue presented here. I enjoy the logistics more because I like building things, camps, bases, whatever. I like to see how I can set up the best defense while not expending too many resourses. I wish there was a castle building game or something where it got attacked and the levels would get harder (more attackers) and you could only perform a limited number of improvements/repairs. A lot like that defend the castle from the Mongol hord flash (java?) game a while back, but where I do nothing in the level, except perhaps issue some commands to archers defending my castle from turrets and whatnot. |
Psion - look up a game called, I think, "Besieged". |
quote:So true. One of my buddies was fairly infamous in the war2 latter world (PCSPEKAR YAY!!!!). I've also seem some semi-pro korean SC players, and watched said buddy and other climb to the top of the war3 2v2 ladder. What I saw in all three of these games is with skilled players, micro-management skills matter most. I mean, simple scouting can prevent it from being a pure game of P/R/S. You can't pick a single point and satisfy everyone. Some gamers want only strat, some one only tactics. Blizzard seems to show that if you make motions to appease both, you'll sell the most. quote: You have to be able to fight over something. If it's just a case of "destroy the other guy first" it can be fun, but it'll also be repetative. To create variety, you need something that pins each side down somewhat. To use an FPS example, CS is much more popular than say, rocket areana for precisely this reason. That said though, there's gotta be some new ideas for RTS's other than "fight over the expansion points" or "fight over the exp and items from creeps". |
I can't stand the Blizzard way of resourcing any more. The first time I saw someone playing WC3, I was like "uh. . .this looks like StarCraft. And WarCraft 2." |
I think I see the problem:
High ground trumps low ground? Sometimes it does and sometimes it doesn't. And the ground is more than just two binary levels, high and low! -- View image here: http://episteme.arstechnica.com/infopop/emoticons/icon_smile.gif -- Even with troops, it's not as if "troop A can always kill troop B." It always depends on context. And even when you seem to be assured victory, you never know when, say, 50 undead are hiding underwater on your flank -- View image here: http://episteme.arstechnica.com/infopop/emoticons/icon_wink.gif -- I guess it's not fair to say *Craft games had NO tactics, but you could be a tactical genius and lose bigtime to a blind clicker if you don't know how to build or develop skill trees or all the other stuff. That is the meat of those games: building and development. Go into any forum where players are discussing these games and you'll see tons of comparisons of build strategies, race choices, skill choices, etc. Go into a Myth forum (when they existed, *sniff*) and you'll mostly see discussions of troop formations and movements, geography, and physics. That's been my experience, anyway. In Myth, almost regardless of how you select your troops, there's a winning plan of attack out there for you if you're skilled enough to execute it. With most "RTS" games, you must become proficient in resource building and skill development before you can even have a fighting chance. |
I'm a tactics man myself, and the biggest problem for me with most RTS games is the need to A) act quickly and B) divide my attention to different arenas. This is why the Close Combat series is the only RTS I still play. It's all about tactics, but the tactics are deep and varied enough that to stand on their own. Also I'm a person that likes to focus intensely on one thing, rather than multitask between building and fighting. Close Combat has the slow pace and tactical depth to please me, no other RTS I know does. |
Greetings, |
quote: Sure. Territory, flags, existing fortifictions, roads, bridges, supply routes.. these are what military forces fight for. The idea that a force goes in and builds a bunch of refiniries, forts and factories in a few minutes with a war going on around them is purely a computer game construct, and a stupid one IMO. Even in a protracted war you don't just occupy a territory and fire-up tank factories. The obsession with resourcing & building in computer RTS debases the whole genre of war games on computers. Nor can I see why gamers who like commanding armies would be expected to be interested in the drudgery of management, and vice versa. But apparently the makers of just about all RTS think they are. |
quote: Get Stronghold and Stronghold: Crusader. The later sieges in Stronghold are immense, and except for two missions you're always on the defensive. -Gabe |
There's this game called Castles, you know, and there was even a sequel, Castles II -- View image here: http://episteme.arstechnica.com/infopop/emoticons/icon_smile.gif -- It holds up amazingly well given it was made in what, 1994, 95? Rob Nelson ronelson@vt.edu |
I don't know what's wrong with the Total War series. (or maybe i'm reading "pretty big time suck" incorrectly) Or at least, Timecommanders has _REALLY_ turned me on to Rome:Total war, and they were using a unfinished engine of Rome: Total War. Actually, All they'd need to do to get me to go goo-goo-ga-ga over R:TW is basically do a Timecommander type of mode. Lots of Historical battles, you only get x amount of units, there's your battlefield. But anyway, getting back to the main point, I think perhaps the RTT/RTS split that Vampyre laid out is correct, however, I think both genres will be well served in the coming times. SC2 (I hope) will stay partially true to the RTS side, and you have a great game in R:TW coming out for the RTT side. |
logistics; i like the both the unit micro and base macro of the *craft games. |
There are more "Logistical" RTSes out that that aren't as focused on combat. I can't think of any titles off the top of my head (Cultures, maybe?) but they are one of my favorite types of games. |
I prefer RTS games to RTT. Mainly cause I like to destroy my opponents. And in RTT games usually the sides are fairly balanced to start. With RTS superior playing can give you a huge edge. |
I think there's a common problem which exists with both the subgenres you present: complexity. In my experience, the majority of people (myself included) don't entirely understand what they're doing in RTS games. In RTL for example, you can't tell that building that soldier at that time will always put your economy 2 minutes behind that of the player who didn't build it without sitting down and analysing all the variables involved (of which there are many many many!) Similarly, many RTT games tend, in my experience, to go for as realistic a battle recreation as possible; in these conditions, most players will not realise that it was the fact that those archers were facing 15 degrees off the optimal angle which made them lose that battle.
Thirded. I can't wait for an RTS game to include a decent scripting system for units so you can spent hours tinkering with unit behaviour if you so desire, rather than setting one of five completely inadequate stances. (Which usually seem to equate to one of "Chase enemy across the map in a military Benny Hill reenactment" (I swear, you can hear the music playing and everything!) or "Sit and play cards with your mates while they're being bayonetted through the chest") At least then when they act like a bunch of monkeys you can glow with the pride that they're your monkeys -- View image here: http://episteme.arstechnica.com/infopop/emoticons/icon_smile.gif -- |
I think it would be a great idea to be able to train up units in a RTT game. Kind of like living your own dirty dozen. Maybe something like JA2. |
quote: Uhm, RTS != war simulation. It's about fun. But, to offer some counter-examples about your real life strategy: a lot of modern warfare is still booring logistical building. Example: the 3 month prelude to the first gulf war. While we don't literally build industrial infrastructure out of nowhere in modern wars, we *do* do a lot of theater development. Very mundane stuff related to adapting existing airfields or docks to meet our needs, building stockpile locations and logistical depots. And in some cases, we really *do* build an industry out of nowhere. Example: the city we built in Laos durring the vietnam conflict. I do think some of the stuff you mention would be a lot of fun in an RTS. In a war we usually go about fighting over geographic features in order to shape enemy movements. To use go strategic terms, we're developing aji in our favor. Most RTS games I've played have pretty limited ways of doing this: scouting, towers, and occasionally walls. It'd be more interesting if you could do stuff like blow up bridges, build fording points, etc. |
I'll just add a big "++" to everything John has said. -- View image here: http://episteme.arstechnica.com/infopop/emoticons/icon_smile.gif -- |
quote: That's a good reason to get rid of resourcing then, which isn't fun IMO. So tell me, if RTS aren't supposed to equate to the centuries old pastime of "wargaming" (war simulation would be something the military does I suppose) what is? Almost _every_ tactical-level combat game available seems infected with RTS-style resourcing and all the trimmings. No-one seems to think it possible to build a "war" game without them, much as it seem to be impossible to produce an RPG that doesn't use of AD&D's stupid levelling system. quote: As you know, this is not done by battlefield commanders. quote: Not in an afternoon, while battle rages a few metres away. Also, if a game hopes to recreate the scope of a long-term conflict like South-East Asia, then I'd hope in-game issues of politcs, resourcing and supply would be a little more sophisticated than the tick-the-boxes RTS system we get now. |
Who cares what's done by battlefield commanders? This is a ridiculous concept, as if you can actually simulate commanding a battle with a computer game. The great thing about RTS is it makes you omnipotent - you are in full command and control of everything at your disposal. |
Perhaps there's a connection between your very limited "point and click your mouse to orient your units in different formations and stances" gameplay technique and the frequent occurrence of the "casualty" voice-over... -- View image here: http://episteme.arstechnica.com/infopop/emoticons/icon_wink.gif -- |
You know what I would like in an RTS? Instead of resoucring, you have to protect your supply chain. |
Because a game should not be about who can micro-manage or be Korean-like in hotkey presses, I'll choose tactics thanks. |