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What do you want from future RTS games? - Page 2

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ZeroByte13
Profile Joined March 2022
751 Posts
May 08 2025 09:18 GMT
#21
On May 08 2025 12:14 Latham wrote:
In CoH (I only have experience with CoH 2, didn't buy CoH3 and I've already forgotten CoH1) people would usually field 4-5 infantry squads and 3-4 vehicles. Also a King Tiger costs a lot more vehicle pop space than a clown car.
I tihnk I had about 13-14 squads + vehicles in total in CoH, at most. In some campaign levels.
In multiplayer you probably almost never have more than 10-11.
Garrl
Profile Blog Joined February 2010
Scotland1972 Posts
May 08 2025 13:45 GMT
#22
I want LAN mode, or some alternative that means the game will still be playable even if the devs decide to shut down the servers (like open sourcing the server code, or direct P2P). Stormgate isn't worth investing the time to learn because it'll be unplayable when the studio folds, while on the other hand, BW will be forever playable at any patch.
Yurie
Profile Blog Joined August 2010
11756 Posts
May 08 2025 16:14 GMT
#23
On May 08 2025 12:14 Latham wrote:
Show nested quote +
On May 08 2025 04:00 ZeroByte13 wrote:
The most successful RTS series in history ever had pop limit at about 200 or lower.
- Starcraft 1-2, pop cap 200
- Warcraft 3, pop cap 100
- Age of Empires series, pop cap 200
- Command & Conquer series including Red Alert - don't have visible pop cap but players almost never have more than 100-150 units
- Company of Heroes / Dawn of War, about 15 squads or vehicles in total, maybe 20 max.

So maybe if you want your RTS to be really successful, you know what to do.


In Starcraft and Warcraft, units cost a varying amount of supply. A zergling costs 1/2 of pop, an Ultralisk 4. A peon costs 1, a grunt 3 and a tauren 5.
In AoE2 everything is uniform and costs 1 supply.
In CoH (I only have experience with CoH 2, didn't buy CoH3 and I've already forgotten CoH1) people would usually field 4-5 infantry squads and 3-4 vehicles. Also a King Tiger costs a lot more vehicle pop space than a clown car.


Bolded is incorrect in more modern versions:
https://ageofempires.fandom.com/wiki/Karambit_Warrior
https://ageofempires.fandom.com/wiki/Mahayana

Are the first two examples I could think of. (The general point is still true, they don't use this mechanic much.)
JimmyJRaynor
Profile Blog Joined April 2010
Canada16642 Posts
Last Edited: 2025-05-09 13:12:51
May 09 2025 13:12 GMT
#24
I want alphastar styled AI opponents at various skill levels.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
WGT-Baal
Profile Blog Joined June 2008
France3343 Posts
Last Edited: 2025-05-09 15:57:39
May 09 2025 15:57 GMT
#25
On May 07 2025 11:28 Latham wrote:
Show nested quote +
On May 04 2025 23:13 WGT-Baal wrote:
For me there are 3 key parts to a good rts:

1) unique race design. I don't want to play a sc-like or warcraft-like game since i could just go ahead and play those instead. I d like a truly new set of races with different mechanics. Granted it could be tricky to balance. Random example: we could have naval units, supply/resource convoys, communication infrastructure, whatever thing not directly combat related

2) a good solid campaign. The campaign also acts as a tutorial but it should be good as standalone. Warcraft amd starcraft did great that way.

3) a good non 1v1 multiplayer. It can be ums but also 2v2, 3v3 and more. Bw was ok at first with that, Warcraft not as great, sc2 terrible imho. (As standalone, all 3 were great with UMS)

Building "for esport" should just be the observer and replay functions, the rest of the game should just be good instead of shoehorning a bad game into esport


For me its:
1) Base building and tiers/ages. In my opinion base building is as much a core part of an RTS as resource gathering.

2) Scope. I need to be able to field BIG ARMIES. OK, maybe not on the level of Supreme Commander, but definitely more than say Dawn of War 2 or Company of Heroes. The maps need to be big, open, with multiple paths to outmaneuver your enemy and launch surprise attacks. Game has to be macro-friendly. On that note, micro should be its own reward. Don't put in needless abilities on units just for the sake of clicking them so the player has something to do. I'm looking at you Red Alert 3...

3) "rule of cool" factions and something that makes them unique. I don't want to say "unique races" because that kind of disqualifies Age of Empires 2 (and 4?) right now, because the civilizations in that game are very copy/pasta of one another, but obviously have their own strengths and weaknesses and UNIQUE UNITS (from the castle). I think AoE2:DE is currently the best RTS on the market.


absolutely agree with your 1) and 3). 2) i think i d have to see how it s done, but i have no strong feelings either way on the number of units. Absolutely agree again on multiple paths and that micro should be its own reward and not an ability for the sake of an ability (i already think sc2 went too far there vs bw).

Hopefully we also get LAN and decent AI as well (including PvE!), those are important. Looks like we re converging to a cool list y all let s make a studio! j/k
Horang2 fan
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