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Battle Aces/David Kim RTS Megathread - Page 14

Forum Index > General Games
1026 CommentsPost a Reply
Prev 1 12 13 14 15 16 52 Next
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2023-12-01 17:33:13
December 01 2023 17:32 GMT
#261
Mobas literally came from RTS, and you could say Warcraft hero mechanic would be a "moba" element.

Maybe there will be heroes, or map objectives like towers or like there were in heroes of the storm, it's hard to say. But it will be interesting to see how they evolve this.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
December 02 2023 09:08 GMT
#262
I agree with paradigm shift being needed for the RTS genre. I don't wany any more blanded mix of Wc3 and Sc2 or another C&C/AOE clone.

I also think there is a lot to learn from MOBA's.

However, please don't give me heroes, minions, jungle camps or other neutral monsters. Also please encourage multitasking and larger armies spread all over the map.
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
December 04 2023 19:07 GMT
#263
The only real thing that separates RTS from MOBA is a team element, by definition, right? So technically a 4v4 in starcraft is considered a MOBA?

I am not sure there is too much to read into right now.
LiquidDota Staff@BluemoonGG_
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2023-12-04 19:27:10
December 04 2023 19:24 GMT
#264
On December 05 2023 04:07 BluemoonSC wrote:
The only real thing that separates RTS from MOBA is a team element, by definition, right? So technically a 4v4 in starcraft is considered a MOBA?

I am not sure there is too much to read into right now.


I think it's more tied to the production element. E.g. in an RTS you build bases/static-defense/units.

Although personally I like to think of MOBA's as more hero-centric and RTS as about controlling more units. An RTS game can have hero-units, but the main army power needs to come from the normal units. In MOBA's it's the other way around.

A 1v1 hero-centric game (with almost no other units) doesn't work very well - it will barely have any strategic depth, which is why MOBA's needs to be team-centric. RTS games can't be team-centric but doesn't have to be.

In terms of learning from MOBA's. What I think RTS games an learn from MOBA's is how to create cool abilities. MOBA's have spend the past 10 years inventing new abilities/hero-mechanics. Abilities can't be converted 1 to 1 from MOBA's to RTS, but there are concepts there that I think - in a tweaked form - could work for RTS games.

Basic RTS micro such as kiting, focus fire and pulling away injured units is fine. But the potential is for so much more than just that.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16968 Posts
Last Edited: 2023-12-04 19:49:49
December 04 2023 19:47 GMT
#265
On December 05 2023 04:24 Hider wrote:
Basic RTS micro such as kiting, focus fire and pulling away injured units is fine. But the potential is for so much more than just that.

Even the simple stuff remains super fun if executed extremely well. I prefer to keep things simple rather than having a set of abilities that requires a half credit college course worth of study to optimize. A simple marine drop where I preserve my medivac with only 10 health remaining is a buzz. The rush of stimming blind up a Protoss ramp on a stim pack timing push is great.

A great example of this is in hockey video games. EA keeps piling more and more layers of bullshit on their hockey games and it is not improving the fun. NES Ice Hockey and EA NHL '94 have not been topped in terms of fun factor. You can learn how to play these games in 20 minutes or less. Right now, more people are playing competitive EA NHL '94 than every EA NHL game combined except the currently released game.

I don't want a bunch of abilities that require a bunch of study to optimize. "Easy to learn..." please.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
elaclark
Profile Joined December 2023
2 Posts
December 05 2023 04:45 GMT
#266
--- Nuked ---
elaclark
Profile Joined December 2023
2 Posts
Last Edited: 2023-12-05 04:46:34
December 05 2023 04:46 GMT
#267
--- Nuked ---
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 05 2023 05:29 GMT
#268
On December 05 2023 04:07 BluemoonSC wrote:
The only real thing that separates RTS from MOBA is a team element, by definition, right? So technically a 4v4 in starcraft is considered a MOBA?

I am not sure there is too much to read into right now.

I consider MOBAs to be competitive action-RPGs, there's actually very little in them that's unique to RTS games.
vibeo gane,
annawood
Profile Joined December 2023
United States1 Post
December 05 2023 09:00 GMT
#269
--- Nuked ---
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
December 05 2023 11:25 GMT
#270
On December 05 2023 04:47 JimmyJRaynor wrote:
Show nested quote +
On December 05 2023 04:24 Hider wrote:
Basic RTS micro such as kiting, focus fire and pulling away injured units is fine. But the potential is for so much more than just that.

Even the simple stuff remains super fun if executed extremely well. I prefer to keep things simple rather than having a set of abilities that requires a half credit college course worth of study to optimize. A simple marine drop where I preserve my medivac with only 10 health remaining is a buzz. The rush of stimming blind up a Protoss ramp on a stim pack timing push is great.

A great example of this is in hockey video games. EA keeps piling more and more layers of bullshit on their hockey games and it is not improving the fun. NES Ice Hockey and EA NHL '94 have not been topped in terms of fun factor. You can learn how to play these games in 20 minutes or less. Right now, more people are playing competitive EA NHL '94 than every EA NHL game combined except the currently released game.

I don't want a bunch of abilities that require a bunch of study to optimize. "Easy to learn..." please.


Yeh it's great. However, abilities if done well can enhance it. Abilities don't need to increase learning barrier noticeably, but can increase skillcap and creativity significantly.

One thing the RTS genre needs to reduce the skill floor is to make it possible to use abilities without having to click units. This could be done with having an ability hotkey tied to certain units. The game would need to be designed around this, but I think it's essential.
hTx.diorcus
Profile Joined December 2023
1 Post
December 05 2023 12:39 GMT
#271
Wants to decrease barrier of entry to RTS? Don't they have TBS? (turn-based-strategy)? Asking for myself (a marvel fan) who thinks that Marvel Snap and (Artifact) were decent turn-based-strategy games.
Why not just remake a boardgame/marioparty-esque game that is strategically charged? I'm guessing they want to make a strawberry shortcake in a realm of wedding cakes, but are using muffin materials. A challenging experience for sure, but what of the cake lovers? Who's to say they will want to bake the cake and eat it two(II)?
Mizenhauer
Profile Blog Joined February 2015
United States1900 Posts
December 05 2023 17:48 GMT
#272
On December 05 2023 21:39 hTx.diorcus wrote:
Wants to decrease barrier of entry to RTS? Don't they have TBS? (turn-based-strategy)? Asking for myself (a marvel fan) who thinks that Marvel Snap and (Artifact) were decent turn-based-strategy games.
Why not just remake a boardgame/marioparty-esque game that is strategically charged? I'm guessing they want to make a strawberry shortcake in a realm of wedding cakes, but are using muffin materials. A challenging experience for sure, but what of the cake lovers? Who's to say they will want to bake the cake and eat it two(II)?


We just found the only artifact fan in the world.
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
December 05 2023 20:47 GMT
#273
On December 05 2023 14:29 -NegativeZero- wrote:
Show nested quote +
On December 05 2023 04:07 BluemoonSC wrote:
The only real thing that separates RTS from MOBA is a team element, by definition, right? So technically a 4v4 in starcraft is considered a MOBA?

I am not sure there is too much to read into right now.

I consider MOBAs to be competitive action-RPGs, there's actually very little in them that's unique to RTS games.

As a genre, "real time strategy" is extremely broad and lest we forget that MOBAs were birthed from RTS customs.

If we're talking about how much Dota has in common with Starcraft, on the surface it might not seem like a lot but the fact remains that in both games you are making decisions in real-time and they are both strategy games. They have an economy, builds, micro and macro-management of your "army," and "base," etc.

LiquidDota Staff@BluemoonGG_
Waxangel
Profile Blog Joined September 2002
United States33479 Posts
December 20 2023 05:36 GMT
#274
Some small tidbits about the upcoming game here:



Nothing tangible yet (the basically required spiel about making RTS more accessible), but interesting to hear that 30% of the company is ppl with ___Craft experience and they apparently have one of the key concept artists for SC2 on board?
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Blargh
Profile Joined September 2010
United States2103 Posts
Last Edited: 2023-12-20 05:47:26
December 20 2023 05:46 GMT
#275
On December 20 2023 14:36 Waxangel wrote:
Some small tidbits about the upcoming game here:

https://www.youtube.com/watch?v=5mCxTtiAHcg&t=10440s

Nothing tangible yet (the basically required spiel about making RTS more accessible), but interesting to hear that 30% of the company is ppl with ___Craft experience and they apparently have one of the key concept artists for SC2 on board?


Well, does ___ Craft experience include World of Warcraft, because I believe that was always Blizz's biggest team, and is also the least relevant to RTS

At least it sounds like they are interested in maintaining a large amount of community engagement and pro-player engagement. It helps that everyone will be playing the alternative RTS games betas soon too, and players can get a feel for what works and doesn't work from other RTS games too. I'm pretty curious to see what will pan out in the next 2-5 years.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16968 Posts
Last Edited: 2023-12-20 16:03:16
December 20 2023 16:02 GMT
#276
On December 05 2023 20:25 Hider wrote:
Yeh it's great. However, abilities if done well can enhance it. Abilities don't need to increase learning barrier noticeably, but can increase skillcap and creativity significantly.

i agree.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
namkraft
Profile Blog Joined December 2021
507 Posts
December 23 2023 17:38 GMT
#277
Making a new RTS game that doesn't require high APM is like making a new chess game that has 9 squares and only 1 piece each, the pawn. Anybody can play this game in no time, sure.
Broodwar Forever
CicadaSC
Profile Joined January 2018
United States1821 Posts
Last Edited: 2024-01-07 18:06:43
January 07 2024 17:20 GMT
#278
[image loading]

there was a new job posting January 4th and one of the pluses they listed corroborates with my previous theory as to what the game could look like.
Remember that we all come from a place of passion!!
CicadaSC
Profile Joined January 2018
United States1821 Posts
Last Edited: 2024-01-07 18:11:11
January 07 2024 18:10 GMT
#279
[image loading]

They once again reiterate in this job posting that the game will be a "paradigm shift" for the genre.
Remember that we all come from a place of passion!!
Comedy
Profile Joined March 2016
461 Posts
Last Edited: 2024-01-08 09:50:46
January 08 2024 09:50 GMT
#280
After having paid close attention to both stormgate and zerospace, to me personally it seems like making everything easier and things like auto hotkeying isn't the way to go. Both games have almost zero macro compared to sc, especially bw.

It sorts of feelings like playing an arcade map in UMS, rather than playing a real game. Huge part of the game is just missing when you remove macro from the game, which seems to be the solution to all these developers to make the game more accesible to casuals.

Why does nobody realise that Macro and base building are actually a fun part of RTS?
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