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General RTS Discussion Thread

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Miragee
Profile Joined December 2009
8581 Posts
August 20 2025 13:33 GMT
#1
On August 20 2025 14:53 RogerChillingworth wrote:
Anyway, discussion about this game honestly just goes around in circles. I think a “RTS General Discussion” thread would be a lot more useful at this point. There are a lot of soulful efforts being made by people and will continue to be made and this Stormgate/Frostigant Megathread shouldn't eat all those blurbs and discussions. And then the 4 people who still want to talk about SG specifically can do that here. Just a thought!


Heeding the suggestion by RogerChillingworth, I hereby open a thread to discuss all kinds of RTS games. Please feel free to start a discussion with anything that interests you RTS-wise.

To start things of from my side: Should we get excited about another inevitably disastrous entry into the DoW series?

RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
Last Edited: 2025-08-20 14:01:46
August 20 2025 14:00 GMT
#2
Nice!! I can't say I've been following Dawn of War or that I am a Warhammer fan (one of the only people in the world it seems), but that trailer looks pretty darn cool. I'll check out some gameplay.

The one I've been sorta following is D.O.R.F. https://www.dorf-rts.com/

+ Show Spoiler +




Doesn't seem "Blizz style" but then again I haven't played it. It looks like a load of fun and like a good Sunday game. A couple important things to note

  • Currently planning a full product on release, not an EA launch
  • A campaign for every faction (3 factions)
  • The devs like Dawn of War, Brood War, and obviously C&C


A very recent dev interview provided some long-awaited info that I thought was nice:

+ Show Spoiler +




The current resource system looks potentially weird and complex but the devs say a lot of it is automated (I personally prefer a simpler system that ISN'T automated, but who knows?)

Overall the units and vibe seem fun.
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
August 20 2025 14:11 GMT
#3
I have a lot of thoughts about RTS and what would be a cool direction to go in, but I'll save that for a bit later.

I don't think making a worse StarCraft is really the play, and I'm generally uninterested in "attack-move" RTS.
There's a lot of potential innovation in how to handle economy, combat, base building, and so on. And of course story, world and campaign could be a lot cooler and more ambitious than it is now.

It's a bit sad how much of a laborious, technical undertaking RTS really is, especially if you are doing it legit and having humans do the work. But yeah, to start a new 5-10 year project in this day and age seems potentially very unpredictable and stressful.
WombaT
Profile Blog Joined May 2010
Northern Ireland25944 Posts
August 20 2025 15:28 GMT
#4
On August 20 2025 23:00 RogerChillingworth wrote:
Nice!! I can't say I've been following Dawn of War or that I am a Warhammer fan (one of the only people in the world it seems), but that trailer looks pretty darn cool. I'll check out some gameplay.

The one I've been sorta following is D.O.R.F. https://www.dorf-rts.com/

+ Show Spoiler +

https://www.youtube.com/watch?v=aNHMwEOJxoY


Doesn't seem "Blizz style" but then again I haven't played it. It looks like a load of fun and like a good Sunday game. A couple important things to note

  • Currently planning a full product on release, not an EA launch
  • A campaign for every faction (3 factions)
  • The devs like Dawn of War, Brood War, and obviously C&C


A very recent dev interview provided some long-awaited info that I thought was nice:

+ Show Spoiler +

https://www.youtube.com/watch?v=mO_vFIGxH5M


The current resource system looks potentially weird and complex but the devs say a lot of it is automated (I personally prefer a simpler system that ISN'T automated, but who knows?)

Overall the units and vibe seem fun.

I helped found and run a group that has done (so far) like 15 actual LANs, with on-house casters (often yours truly) for SC2. Originally very locally, but we got our tentacles into many across the nation over time.

I vividly remember like a decent amount of us on Discord, anticipating the Stormgate reveal. We’d started out as an SC group, we have aspirations to branch out to be a more general RTS one, and Stormgate was meant to be the new game we might migrate to.

‘Lads, I know we were here for Stormgate, but was it just me or did D.O.R.F look fucking awesome?’

One of those gut things, one’s gut can often be wrong. I kinda felt Stormgate was in trouble even then, with a sorta meh cinematic trailer and nothing actually cool to show. If what was effectively a Stormgate specific viewing party had people leaving it more intrigued for DORF, not great.

IIRC this is from the same show, can’t remember 100%. Is D.O.R.F balanced or anything? I’ve got zero idea



Is it cool? Fuck yeah, we got a bit of stock rock music to listen to, there’s shit blowing up everywhere, designs are pretty poppy and distinctive.

In like a 50 second snapshot we’ve got satisfying looking regular RTS combat, we’ve parachutists popping in. Whether it’s an actual unit or merely a projectile, we’ve some giant fucking wrecking ball thing rolling around. We’ve got what looks like some kind of alien demigod floating around and fucking shit up. We’ve got some kind of apocalyptic nuke cannon that wipes out a screen.

Does it play well? I’ve zero idea. But it certainly at least feels fucking cool, that’s a set of toys I’d quite like to get my hands on.

It also has a name so stupid sounding that it ends up being a beneficial asset.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
goody153
Profile Blog Joined April 2013
44222 Posts
August 20 2025 15:32 GMT
#5
Pretty sad about the rts genre in general at this point.

Honestly City Builders are kinda the bigger genre now that is the most similar with base building like any dev probably just goes there cause it is far more profitable (like even random indie city builders like manor lords sold like pancakes). I think there are just not enough rts players anymore why it is alot less good to

Like another factor is how FPS and MOBA are just far more attractive options for players nowadays. Like team games just are alot more fun in general (I hate to admit it but I basically play more team games for multiplayer than rts tbqh)

But there are some curious titles like The Scouring which seems to be pretty close to what Warcraft 3 is.

But other than that the newer titles dont feel like they match what Broodwar or AoE2 has to offer like for competitive gameplay.
this is a quote
Waxangel
Profile Blog Joined September 2002
United States33466 Posts
August 20 2025 15:56 GMT
#6


I thought this War 2 + They Are Billions RTS was pretty interesting for technical reasons. It's quite derivative in creative terms, but another impressive example of how even small indie teams can make high unit count RTS that aren't janky these days.
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
WombaT
Profile Blog Joined May 2010
Northern Ireland25944 Posts
August 20 2025 16:06 GMT
#7
On August 20 2025 23:11 RogerChillingworth wrote:
I have a lot of thoughts about RTS and what would be a cool direction to go in, but I'll save that for a bit later.

I don't think making a worse StarCraft is really the play, and I'm generally uninterested in "attack-move" RTS.
There's a lot of potential innovation in how to handle economy, combat, base building, and so on. And of course story, world and campaign could be a lot cooler and more ambitious than it is now.

It's a bit sad how much of a laborious, technical undertaking RTS really is, especially if you are doing it legit and having humans do the work. But yeah, to start a new 5-10 year project in this day and age seems potentially very unpredictable and stressful.

I wanna hear it now dagnabbit!

For the forthcoming post I’m not considering technical feasibility, I’m going crazy on what I consider the evolution to be.

It’s a 4X, traditional RTS with a reasonably hefty element of resource management and base building, with great micro potential, at the same time

And its scope should be gigantic, relative to a traditional RTS.

If we split those areas crudely into 3, you should be able to jump around them at will. The AI should be able to do a competent, but worse job than a regular average human in your absence. Ideally you’re sharing the load with your buddies.

You should be the complete total war general. Able to do big picture logistics, but also adept at small scale command. How useful you are may depend what hat you choose, and when.

You’re on the verge of cracking your opponent, and personally command that potential final battle, a sensible use. Whereas if you spend all your timing focusing on peripheral conflicts, the history books may consider you a military genius but your boys lost.

The stretch goal is to make it an MMORTS in a persistent war zone.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
cha0
Profile Joined March 2010
Canada506 Posts
August 20 2025 16:50 GMT
#8
On August 20 2025 22:33 Miragee wrote:
Show nested quote +
On August 20 2025 14:53 RogerChillingworth wrote:
Anyway, discussion about this game honestly just goes around in circles. I think a “RTS General Discussion” thread would be a lot more useful at this point. There are a lot of soulful efforts being made by people and will continue to be made and this Stormgate/Frostigant Megathread shouldn't eat all those blurbs and discussions. And then the 4 people who still want to talk about SG specifically can do that here. Just a thought!


Heeding the suggestion by RogerChillingworth, I hereby open a thread to discuss all kinds of RTS games. Please feel free to start a discussion with anything that interests you RTS-wise.

To start things of from my side: Should we get excited about another inevitably disastrous entry into the DoW series?

https://www.youtube.com/watch?v=OSCi53UnIMw


I am actually very hyped for DoW IV. I'm not sure why it would be inevitably disastrous - DoW and DoW II were both amazing, it was only DoW 3 that was a massive failure. The thing that gives me hope is that from the trailer it seems very much like they are re-using DoW 3 assets/art style? which was one thing that I think everyone enjoyed. Relic got the art style and atmosphere right, they just completely fucked the gameplay. So if DoW IV can be a return to form gameplay wise and re-use DoW 3 assets it could be an amazing return to form.
Jaysod
Profile Joined August 2025
10 Posts
Last Edited: 2025-08-20 17:51:49
August 20 2025 17:11 GMT
#9
--- Nuked ---
WombaT
Profile Blog Joined May 2010
Northern Ireland25944 Posts
August 20 2025 17:36 GMT
#10
On August 21 2025 02:11 Jaysod wrote:
Show nested quote +
On August 21 2025 00:56 Waxangel wrote:
https://www.youtube.com/watch?v=Sn8xv9POzFQ

I thought this War 2 + They Are Billions RTS was pretty interesting for technical reasons. It's quite derivative in creative terms, but another impressive example of how even small indie teams can make high unit count RTS that aren't janky these days.

Do you really wanna post a Winter video with the title ":The Scouring - The WarCraft 4 We Deserve"? Thats the shit that makes the internet worse

There are like 100 pages of "What RTS should be like" in that Stormgate thread. Dont you think thats enough?

Do you really wanna make an account on a primarily RTS forum and your introductory post being to complain about people discussing RTS games?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Jaysod
Profile Joined August 2025
10 Posts
August 20 2025 18:22 GMT
#11
--- Nuked ---
Latham
Profile Blog Joined May 2007
9563 Posts
Last Edited: 2025-08-20 19:26:57
August 20 2025 19:13 GMT
#12
Dawn of War 4 already looks better than Dawn of War 3 ever did. Adeptus Mechanicus was certainly a curve ball I did not see coming, even in my wildest dreams. Necrons as 1 of the 4 starting races were certainly a surprise, but a welcome one!

The melee fighting seems really well done, and the models top notch. Sync Kills are now... well, not only for kills but in general, for combat. On the other hand the ranged units look... out of place. They just stand there, shooting. Completely oblivious to the carnage around them. They don't care they're getting shot at, don't try to duck bullets or dodge big hits, I don't think they even have animations to show off glancing hits, grazes or rounds bouncing off their armor? They look like they came straight off tabletop...

Base building seems to be back, but not builders/workers (at least as far as I've seen?) Shit just drops from the sky and auto-builds. Maybe for the better, time will tell.

Larger maps, in the style of Dawn of War 1 instead of Dawn of War 2, and a lesser focus on Commanders/Heroes. Dawn of War 3 tried to make Commanders into MOBA-tier like entities and failed miserably.

Unit get promotions now, in the style of Total War (1->3 bronze chevrons to 1->3 silver chevrons to the ultimate 1->3 gold chevrons) and I honestly like that a lot. I feel like the player should be incentivized to save their Space Marines or Dreadnaughts or Terminators, instead of throwing them away like disposable zerglings or marines.

And I think most important of all? Relic has nothing to do with this game (as far as I know) which will be a breath of fresh air for the franchise after it being fumbled by Relic for so long. Relic has been leaking talent over the years and I honestly doubt they have it in them to make a good RTS anymore. Even Company of Heroes 3 was mid as hell and a lot of people went back to Company of Heroes 2.

Good Luck to King Art/Deep Silver.

edit: Just to say - I am cautiously optimistic about this.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
Miragee
Profile Joined December 2009
8581 Posts
August 20 2025 19:25 GMT
#13
On August 21 2025 01:50 cha0 wrote:
Show nested quote +
On August 20 2025 22:33 Miragee wrote:
On August 20 2025 14:53 RogerChillingworth wrote:
Anyway, discussion about this game honestly just goes around in circles. I think a “RTS General Discussion” thread would be a lot more useful at this point. There are a lot of soulful efforts being made by people and will continue to be made and this Stormgate/Frostigant Megathread shouldn't eat all those blurbs and discussions. And then the 4 people who still want to talk about SG specifically can do that here. Just a thought!


Heeding the suggestion by RogerChillingworth, I hereby open a thread to discuss all kinds of RTS games. Please feel free to start a discussion with anything that interests you RTS-wise.

To start things of from my side: Should we get excited about another inevitably disastrous entry into the DoW series?

https://www.youtube.com/watch?v=OSCi53UnIMw


I am actually very hyped for DoW IV. I'm not sure why it would be inevitably disastrous - DoW and DoW II were both amazing, it was only DoW 3 that was a massive failure. The thing that gives me hope is that from the trailer it seems very much like they are re-using DoW 3 assets/art style? which was one thing that I think everyone enjoyed. Relic got the art style and atmosphere right, they just completely fucked the gameplay. So if DoW IV can be a return to form gameplay wise and re-use DoW 3 assets it could be an amazing return to form.


DoW2 was a disaster in my eyes. Incredibly unfun 1v1. No base building and basically just rally units from your base. The campaign was kinda cool and had coop, which is a big plus in my book, but still worse than DoW.

I don't know, I just feel like the chances of DoW IV being good are slim based on what I liked about DoW. If they return base building and actually work on how stupid and janky the units feel, the game might actually be good.
Latham
Profile Blog Joined May 2007
9563 Posts
August 20 2025 19:44 GMT
#14
On August 21 2025 04:25 Miragee wrote:
Show nested quote +
On August 21 2025 01:50 cha0 wrote:
On August 20 2025 22:33 Miragee wrote:
On August 20 2025 14:53 RogerChillingworth wrote:
Anyway, discussion about this game honestly just goes around in circles. I think a “RTS General Discussion” thread would be a lot more useful at this point. There are a lot of soulful efforts being made by people and will continue to be made and this Stormgate/Frostigant Megathread shouldn't eat all those blurbs and discussions. And then the 4 people who still want to talk about SG specifically can do that here. Just a thought!


Heeding the suggestion by RogerChillingworth, I hereby open a thread to discuss all kinds of RTS games. Please feel free to start a discussion with anything that interests you RTS-wise.

To start things of from my side: Should we get excited about another inevitably disastrous entry into the DoW series?

https://www.youtube.com/watch?v=OSCi53UnIMw


I am actually very hyped for DoW IV. I'm not sure why it would be inevitably disastrous - DoW and DoW II were both amazing, it was only DoW 3 that was a massive failure. The thing that gives me hope is that from the trailer it seems very much like they are re-using DoW 3 assets/art style? which was one thing that I think everyone enjoyed. Relic got the art style and atmosphere right, they just completely fucked the gameplay. So if DoW IV can be a return to form gameplay wise and re-use DoW 3 assets it could be an amazing return to form.


DoW2 was a disaster in my eyes. Incredibly unfun 1v1. No base building and basically just rally units from your base. The campaign was kinda cool and had coop, which is a big plus in my book, but still worse than DoW.

I don't know, I just feel like the chances of DoW IV being good are slim based on what I liked about DoW. If they return base building and actually work on how stupid and janky the units feel, the game might actually be good.


Dawn of War 2 was very divisive. On one hand - it was a terrible game if you considered it as a successor to Dawn of War 1. They lowered the scale of engagement, got rid of base building, much smaller unit roster and fewer upgrades per squad.

BUT, if you can look past that - and NOT look at it as a successor to Dawn of War 1 and instead look at it as a Company of Heroes-like, smaller scale tactical RTS that just happened to be set in the Warhammer 40K universe (and for some odd reason shares the name with the GOATed and amazing Dawn of War 1), it was a fine, fun game that can stand on its own merits. Think of it as Mechanicus or Space Hulk Tactics or Battlefleet Gothic: Armada or even ChaosGate: DemonHunters, i.e a rip-off of already existing game formula just with a Warhammer 40K paint job on top of it, and you have Dawn of War 2.
It's basically Company of Heroes in space with the licensing of Warhammer 40K franchise visuals...

Now they should have NEVER used the name "Dawn of War 2" for it, and I think history (and people) would be a lot more forgiving towards that game's existence.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
August 20 2025 19:59 GMT
#15
Haha I was actually lying in bed trying to go to sleep but was thinking about this so I'll just write it out quickly and maybe the Gods will let me sleep.

In terms of being analytical about RTS, I think it's super useful to point out but also deconstruct what you really like or dislike about a game. I'm always down to learn what people find fun and specifically why, if they can or care to go there.

Like I could talk forever about why Heroes of the Storm is a masterpiece—not a RTS, but still—and what makes that game so fun. I could talk about each hero. I don't like every hero, but someone does. And I could especially deconstruct why the heroes I love are very fun, and talk about mouth feel.
I think mouth feel is so important in games, but it's a bit of a more abstract concept. For instance, why do some Brood War players play suboptimally, or make seemingly weird intuitive decisions on the fly? It's part of what makes them likable, and also why players have unique identities in that game. There are numerous examples of this in the recent ASL matches. And this mouth feel, or intuitive way of playing, is very much linked to what makes a game fun to play. It's tied to to how a unit or hero moves, its animations, its raw numbers, its overall place in the game, and a litany of other things.
The thing is, when I look at a lot of modern RTS, this concept seems lost on them. It's why people like older games; because the edges are harder and there is better mouth feel for what you're doing inside the game.

The reason I'm being super nerdy about this is that I really want a great RTS—or some genre hybrid—to be made that all the communities actually want to get behind. And if that doesn't work, at least let it be a magnificent game. But the core shit is just not understood by the people making these games. You can paint some shapes on a billboard but that doesn't make it a house. StarCraft 2, under its great campaign and epic vibes, almost ruined itself by throwing away a large portion of its potential mouth feel in favor of a much cleaner and more linear style. The texture is still there but in much smaller quantities than previous Blizzard RTS. And the real problem comes when the reverence for StarCraft 2 spills into modern dev and these studios continually try to copy the weaker mouth feel of this game to exceptionally poor results. It is simply because it does not have the potential to be as fun as a more textured game where more is possible in the moment; where instead of zerglings on 1 hotkey running in and auto-surrounding your zealots, there is 15 seconds of cat-and-mouse and intense micro to min-max the damage every unit is doing. Because the unit behaviors in the latter example were made to be skillfully handled, not automated away. This is the game. Despite people's aversion to difficulty, this is the kind of shit that makes a RTS really good and endure the decades. Warcraft III, though not as mechanical as Brood War, pays just as much attention to mouth feel. Without it, your game is flat and linear to play and exceedingly boring to watch. And we will continue to see this in RTS if they don't make challenging, mechanical, textured games designed for people who want just that.

Anyway, that's the only wall of text I'll post in here. Any future ideas I have I'll try to communicate more visually and in a much less theoretical way.



On August 21 2025 01:06 WombaT wrote:
Show nested quote +
On August 20 2025 23:11 RogerChillingworth wrote:
I have a lot of thoughts about RTS and what would be a cool direction to go in, but I'll save that for a bit later.

I don't think making a worse StarCraft is really the play, and I'm generally uninterested in "attack-move" RTS.
There's a lot of potential innovation in how to handle economy, combat, base building, and so on. And of course story, world and campaign could be a lot cooler and more ambitious than it is now.

It's a bit sad how much of a laborious, technical undertaking RTS really is, especially if you are doing it legit and having humans do the work. But yeah, to start a new 5-10 year project in this day and age seems potentially very unpredictable and stressful.

I wanna hear it now dagnabbit!

For the forthcoming post I’m not considering technical feasibility, I’m going crazy on what I consider the evolution to be.

It’s a 4X, traditional RTS with a reasonably hefty element of resource management and base building, with great micro potential, at the same time

And its scope should be gigantic, relative to a traditional RTS.

If we split those areas crudely into 3, you should be able to jump around them at will. The AI should be able to do a competent, but worse job than a regular average human in your absence. Ideally you’re sharing the load with your buddies.

You should be the complete total war general. Able to do big picture logistics, but also adept at small scale command. How useful you are may depend what hat you choose, and when.

You’re on the verge of cracking your opponent, and personally command that potential final battle, a sensible use. Whereas if you spend all your timing focusing on peripheral conflicts, the history books may consider you a military genius but your boys lost.

The stretch goal is to make it an MMORTS in a persistent war zone.


I'm not sure I completely understand your idea, but it sounds wild nonetheless.



On August 21 2025 00:56 Waxangel wrote:
...The Scouring....


I'm sure it'll sell, but I am indeed kind of surprised at how derivative of Warcraft 2 this is.



On August 21 2025 00:32 goody153 wrote:
The newer titles dont feel like they match what Broodwar or AoE2 has to offer like for competitive gameplay.


Bing!
(-Ned Ryerson)
Jaysod
Profile Joined August 2025
10 Posts
August 20 2025 20:02 GMT
#16
--- Nuked ---
ETisME
Profile Blog Joined April 2011
12494 Posts
Last Edited: 2025-08-21 01:46:59
August 21 2025 01:25 GMT
#17
On August 20 2025 23:00 RogerChillingworth wrote:
Nice!! I can't say I've been following Dawn of War or that I am a Warhammer fan (one of the only people in the world it seems), but that trailer looks pretty darn cool. I'll check out some gameplay.

The one I've been sorta following is D.O.R.F. https://www.dorf-rts.com/

+ Show Spoiler +

https://www.youtube.com/watch?v=aNHMwEOJxoY


Doesn't seem "Blizz style" but then again I haven't played it. It looks like a load of fun and like a good Sunday game. A couple important things to note

  • Currently planning a full product on release, not an EA launch
  • A campaign for every faction (3 factions)
  • The devs like Dawn of War, Brood War, and obviously C&C


A very recent dev interview provided some long-awaited info that I thought was nice:

+ Show Spoiler +

https://www.youtube.com/watch?v=mO_vFIGxH5M


The current resource system looks potentially weird and complex but the devs say a lot of it is automated (I personally prefer a simpler system that ISN'T automated, but who knows?)

Overall the units and vibe seem fun.

D.O.R.F. looking super slick, I think they planning to do a Kickstarter. Last time I backed a game was project phoenix which just disappeared, R.I.P.
But I am gonna back it for sure, the aesthetic is just awesome and I want to push it to the finish line.
I would love more RTS done in this art style.

The scouring is another one that I am enjoying a lot. The mechanics are fairly simple but that's all needed to be fun. Lots of interesting ideas, Dev is active with testing and good MODs.

As for DOW4, I myself liked DOW3 so I am definitely in the minority. But my concern is apparently there's only 3 factions or 4 planned? The rest are probably DLC or paywalled.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
WombaT
Profile Blog Joined May 2010
Northern Ireland25944 Posts
August 21 2025 01:56 GMT
#18
On August 21 2025 05:02 Jaysod wrote:
Dawn of War IV already looks like a Mobile Game. If it had a budget, they wouldnt release such gameplay footage. Watch it in 2160p and "enjoy" its textures.

What mobile games are you playing? It looks fine for an early build.

Tbh I think RTS has a certain fidelity cap anyway, readability is pretty damn crucial. It’s just the nature of the beast.

As good as SC2 is, they weren’t 15 years ahead of the curve in graphical chops. Hell I even play that gamet with mostly low graphic settings.

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4349 Posts
August 21 2025 02:15 GMT
#19
Yeah I have been following DORF for a while, you can tell some passion has gone into it.The sprites look great, I think it's on OpenRA engine.

Have always had the opinion RTS never successfully made the transition to 3D.Blurrier graphics and usually far worse performance than the sprite based games.Basically for me 3D adds nothing only takes away.
https://www.youtube.com/watch?v=e7PvoI6gvQs
ETisME
Profile Blog Joined April 2011
12494 Posts
Last Edited: 2025-08-21 02:33:44
August 21 2025 02:32 GMT
#20
On August 21 2025 10:56 WombaT wrote:
Show nested quote +
On August 21 2025 05:02 Jaysod wrote:
Dawn of War IV already looks like a Mobile Game. If it had a budget, they wouldnt release such gameplay footage. Watch it in 2160p and "enjoy" its textures.

What mobile games are you playing? It looks fine for an early build.

Tbh I think RTS has a certain fidelity cap anyway, readability is pretty damn crucial. It’s just the nature of the beast.

As good as SC2 is, they weren’t 15 years ahead of the curve in graphical chops. Hell I even play that gamet with mostly low graphic settings.


Readability is definitely a key one.

I think readability are determined by a few things:
-What kind of engagement (poking, spreading)
-Types of units (ling vs zealots, quantity matter more. Tank naturally draw attention)
-Special effects
-Unit colour scheme/visual/size

Stormgate brute vs lancer is one that is just horrible to read.

The marine tank push for example have marine pokes with medivac micro, and then the engagement covers the whole screen and you can clearly tell which units are doing what
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50577 Posts
Last Edited: 2025-08-21 02:55:20
August 21 2025 02:50 GMT
#21
D.O.R.F doesn't have a kickstarter and probably are fine right now living off a patreon(which I do support).

sometimes you want a big silly RTS with a fun campaign and not overly tuned multiplayer, really helps that they're just building off on a heavily modified OpenRA engine.

speaking of which, anyone picked up the Mental Omega mod for RA2? its an insanely fun campaign to play. Story went too into anime territory for me.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
ETisME
Profile Blog Joined April 2011
12494 Posts
Last Edited: 2025-08-21 05:47:51
August 21 2025 05:46 GMT
#22
On August 21 2025 11:50 BLinD-RawR wrote:
D.O.R.F doesn't have a kickstarter and probably are fine right now living off a patreon(which I do support).

sometimes you want a big silly RTS with a fun campaign and not overly tuned multiplayer, really helps that they're just building off on a heavily modified OpenRA engine.

speaking of which, anyone picked up the Mental Omega mod for RA2? its an insanely fun campaign to play. Story went too into anime territory for me.

https://www.youtube.com/watch?v=mO_vFIGxH5M&t=302s
D.O.R.F. will be running a kickstarter soon! The more I look at their videos, the more hyped I am.
Other games already have the HD retro trend, like boomer shooter, turn based RPG etc, it's finally RTS's turn.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
qwerty4w
Profile Joined January 2024
53 Posts
August 21 2025 07:01 GMT
#23
D.O.R.F. will open source its code once the game is released since OpenRA is GNU-GPL licensed, which could be great for modding.
Jaysod
Profile Joined August 2025
10 Posts
August 21 2025 07:24 GMT
#24
--- Nuked ---
qwerty4w
Profile Joined January 2024
53 Posts
Last Edited: 2025-08-21 09:43:55
August 21 2025 08:32 GMT
#25
Tempest Rising was planned to release with significantly more content and features, like 3 factions each with a campaign of 15 missions, but unable to do so because the dev team's parent company downsized the project in the middle of development. But it seems the game sells reasonable well, with Steam daily peak player counts stabilized at 500-700. Which likely means the players can wait for DLC and patches for the complete campaign story, and common RTS features such as replay system and 3v3 or 4v4 (depend on how well they can optimize an RTS on Unreal Engine).
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
August 21 2025 13:40 GMT
#26
On August 21 2025 20:24 Manit0u wrote:
We're back boys and girls!

The studio behind Iron Harvest was given the DoW franchise and they've been cooking. Slated to release next year they dropped the trailer and gave early access demo to some people. So far all the reviews have been extremely positive.

Trailer:


Early demo review:


Developer interview:


I have to say I haven't been more hyped for a game in a very long time.

Some features:

4 playable races at launch (SM, AdMech, Orks, Necrons).
4 separate campaigns forming an overarching story (written by established GW author John French).
Multiplayer with ranked and custom games, Last Stand mode too.
Seems like a mix of best features from DoW 1 & 2.

RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
Last Edited: 2025-08-21 13:44:18
August 21 2025 13:41 GMT
#27
On August 21 2025 16:24 Jaysod wrote:
Werent people INCREDIBLE hyped for Tempest Rising as well? How is this thing going?


I guess it means don't overhype yourself, but let yourself be appropriately hyped because there's nothing wrong with being happy. I've had to learn to rein in my expectations quite a bit until I play a finished game. Made the mistake twice already.

RE: The DORF kickstarter: I saw that interview too and it does seem like they'll have one, but I just can't do them anymore. I'll try to get into the playtests and if I like it I'll buy the game. But more than that and I get burned. Can't do it.
Uldridge
Profile Blog Joined January 2011
Belgium4936 Posts
August 21 2025 16:04 GMT
#28
I have a seed of an idea that might scratch an itch for true rts fans while also having the possibility for casual play, a board game variant and maybe even turn based play.
Initially it'd be a pure 1v1 game. There's also an auto loss condition which you have to prevent purely for yourself, which can also be a target for the opposing player.
Just such a technical hurdle because what can you do with an idea without the tchnical skill..
I know the indie stories like Rain World - which is an absolute masterpiece - or Stardew Valley, but I don't know if I can etch out the time for it.
In any case, all these new rts games are boring as hell, derivative slop. There's no ingenuity.
Taxes are for Terrans
Waxangel
Profile Blog Joined September 2002
United States33466 Posts
Last Edited: 2025-08-21 19:56:53
August 21 2025 19:55 GMT
#29
On August 21 2025 10:56 WombaT wrote:
Show nested quote +
On August 21 2025 05:02 Jaysod wrote:
Dawn of War IV already looks like a Mobile Game. If it had a budget, they wouldnt release such gameplay footage. Watch it in 2160p and "enjoy" its textures.

What mobile games are you playing? It looks fine for an early build.

Tbh I think RTS has a certain fidelity cap anyway, readability is pretty damn crucial. It’s just the nature of the beast.

As good as SC2 is, they weren’t 15 years ahead of the curve in graphical chops. Hell I even play that gamet with mostly low graphic settings.



The entire Stormgate experience has taught me "looks like a mobile game" is an inaccurate and inarticulate expression PC gamers just use as shorthand for "I generally don't like the way it looks."
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
WombaT
Profile Blog Joined May 2010
Northern Ireland25944 Posts
August 21 2025 20:15 GMT
#30
On August 22 2025 04:55 Waxangel wrote:
Show nested quote +
On August 21 2025 10:56 WombaT wrote:
On August 21 2025 05:02 Jaysod wrote:
Dawn of War IV already looks like a Mobile Game. If it had a budget, they wouldnt release such gameplay footage. Watch it in 2160p and "enjoy" its textures.

What mobile games are you playing? It looks fine for an early build.

Tbh I think RTS has a certain fidelity cap anyway, readability is pretty damn crucial. It’s just the nature of the beast.

As good as SC2 is, they weren’t 15 years ahead of the curve in graphical chops. Hell I even play that gamet with mostly low graphic settings.



The entire Stormgate experience has taught me "looks like a mobile game" is an inaccurate and inarticulate expression PC gamers just use as shorthand for "I generally don't like the way it looks."

I would 100% concur with this sentiment!
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
ETisME
Profile Blog Joined April 2011
12494 Posts
August 21 2025 20:39 GMT
#31
More like visual presentation is too generic.
Warhammer on mobile still has the same design except toned down and soften up the edges.

But stormgate was the case of both generic artstyle and visual presentation I think
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Jaysod
Profile Joined August 2025
10 Posts
Last Edited: 2025-08-21 21:59:26
August 21 2025 21:41 GMT
#32
--- Nuked ---
WombaT
Profile Blog Joined May 2010
Northern Ireland25944 Posts
August 22 2025 00:59 GMT
#33
Like it or loathe it, Warhammer 40K is hardly generic as settings go, it’s got a distinctive general vibe, and many factions have very developed, distinct aesthetic. Plus you’ve got Cockney football hooligans, in space which is always nice.

The Imperium has like decades of throwing gothic influences, oppressively large urban environments, punk, religious fanaticism and Space Fascism into a blender.

Kinda works for many, if you dig the aesthetic it does a lot of heavy lifting over pure graphical fidelity.

That would be one way to improve things, make the environments really distinctively 40K instead of ‘city warfare zone’ or ‘ice zone’

Overall I think it looks alright, could be better in places, but I kinda know what’s going on, and it isn’t crazy lo-fi or anything.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Fleetfeet
Profile Blog Joined May 2014
Canada2601 Posts
August 22 2025 05:06 GMT
#34
On August 22 2025 06:41 Jaysod wrote:
Show nested quote +
On August 22 2025 04:55 Waxangel wrote:
On August 21 2025 10:56 WombaT wrote:
On August 21 2025 05:02 Jaysod wrote:
Dawn of War IV already looks like a Mobile Game. If it had a budget, they wouldnt release such gameplay footage. Watch it in 2160p and "enjoy" its textures.

What mobile games are you playing? It looks fine for an early build.

Tbh I think RTS has a certain fidelity cap anyway, readability is pretty damn crucial. It’s just the nature of the beast.

As good as SC2 is, they weren’t 15 years ahead of the curve in graphical chops. Hell I even play that gamet with mostly low graphic settings.



The entire Stormgate experience has taught me "looks like a mobile game" is an inaccurate and inarticulate expression PC gamers just use as shorthand for "I generally don't like the way it looks."

Can you tell me what looks good? The Low-Res textures? Its art-style is basically "Dusty-Grey-foggy". Oh wait, its Warhammer. You cant have anything aesthetic

This is a 2025 game for PC. Is there anything that makes it look like a PC title with a budget? Their entire catch is the same generic Warhammer thing. And when your main selling point are still "synced kills" (because they look cooool)...you should be worried


Sure!

The firing patterns are asynchronous, which helps them look and feel organic. That's good visual design.

There's apparently (in the video you linked) a whole system for melee combat where models animate specifically against their opponent, instead of having a generic melee attack like almost every RTS does. That's a cool and ambitious innovation that pretty much only matters visually.

Panning through other points, it looks like a Warhammer 40k game at a glance, and that's probably good considering it's a 40k game.

Your turn! Why do you think it looks like a mobile game? I can link you some quintessential mobile games and we can compare screenshots side-by-side, if you want, but to me it's pretty goddamn obvious that it's got a leg up on Kingdom Rush 8 or whatever we're at.
qwerty4w
Profile Joined January 2024
53 Posts
August 22 2025 05:40 GMT
#35
Sync kill animations in Relic's Dawn of War games are not purely visual, units locked in them get temporary invulnerability. Not sure if DoW4's expanded sync melee animations will be different though.
Fleetfeet
Profile Blog Joined May 2014
Canada2601 Posts
August 22 2025 18:59 GMT
#36
On August 22 2025 14:40 qwerty4w wrote:
Sync kill animations in Relic's Dawn of War games are not purely visual, units locked in them get temporary invulnerability. Not sure if DoW4's expanded sync melee animations will be different though.


Oh yeah, they obviously have to have associated mechanics, I very much doubt you'd be able to freely move the units when they're in melee. I'm just saying the reason you go for a mechanic like that is aesthetics not mechanics. The mechanics are designed to make 'cool looking melee combat' work, not the other way around.

Warhammer Total War 3 has what seems like similar design sensibilities, though given that's larger scale battles than a typical RTS the sacrifice of finite unit control in favor of overall visual design seems more appropriate.

In any case, DoW4's system of melee combat seems like a decision made for visual design, not for game mechanics.
Jaysod
Profile Joined August 2025
10 Posts
Last Edited: 2025-08-22 20:15:36
August 22 2025 20:15 GMT
#37
--- Nuked ---
Fleetfeet
Profile Blog Joined May 2014
Canada2601 Posts
August 22 2025 20:41 GMT
#38
None of that has anything to do with mobile games.
WombaT
Profile Blog Joined May 2010
Northern Ireland25944 Posts
August 22 2025 22:40 GMT
#39
On August 23 2025 05:15 Jaysod wrote:
Show nested quote +
On August 22 2025 14:06 Fleetfeet wrote:
On August 22 2025 06:41 Jaysod wrote:
On August 22 2025 04:55 Waxangel wrote:
On August 21 2025 10:56 WombaT wrote:
On August 21 2025 05:02 Jaysod wrote:
Dawn of War IV already looks like a Mobile Game. If it had a budget, they wouldnt release such gameplay footage. Watch it in 2160p and "enjoy" its textures.

What mobile games are you playing? It looks fine for an early build.

Tbh I think RTS has a certain fidelity cap anyway, readability is pretty damn crucial. It’s just the nature of the beast.

As good as SC2 is, they weren’t 15 years ahead of the curve in graphical chops. Hell I even play that gamet with mostly low graphic settings.



The entire Stormgate experience has taught me "looks like a mobile game" is an inaccurate and inarticulate expression PC gamers just use as shorthand for "I generally don't like the way it looks."

Can you tell me what looks good? The Low-Res textures? Its art-style is basically "Dusty-Grey-foggy". Oh wait, its Warhammer. You cant have anything aesthetic
https://youtu.be/ieH0Ahf2U3w?si=LGn_qn__r2V65g6m&t=1461
This is a 2025 game for PC. Is there anything that makes it look like a PC title with a budget? Their entire catch is the same generic Warhammer thing. And when your main selling point are still "synced kills" (because they look cooool)...you should be worried


Sure!

The firing patterns are asynchronous, which helps them look and feel organic. That's good visual design.

There's apparently (in the video you linked) a whole system for melee combat where models animate specifically against their opponent, instead of having a generic melee attack like almost every RTS does. That's a cool and ambitious innovation that pretty much only matters visually.

Panning through other points, it looks like a Warhammer 40k game at a glance, and that's probably good considering it's a 40k game.

Your turn! Why do you think it looks like a mobile game? I can link you some quintessential mobile games and we can compare screenshots side-by-side, if you want, but to me it's pretty goddamn obvious that it's got a leg up on Kingdom Rush 8 or whatever we're at.

You are actually telling me that this looks "organic"?
https://www.youtube.com/watch?v=ieH0Ahf2U3w&t=1452s
Take a look at the right side. Gotta mention that they designed Orks in a comical bad way. They went full Quasimodo when Orks are actually capable of standing upright. When it comes to combat: They wait, hit thin air, turn around for no reason, wait for some script to tell them to do something. Which also causes them to abruptly cancel their animation constantly.
In that next combat we are going full "mobile": Take a look at the Marines, im not sure whats worse: Ultralow ground textures, blurry/foggy marine textures, 0 depth perception, 0 details. This is completely shot for efficiency. And again take a look at melee combat. Orks in the back hitting air. Please enlightenment me why this is supposed to be great.

I’m pretty sure the devs have been open about certain visual polish not being there, indeed I believe they namechecked some specific examples.

All the specific animations aren’t going to look 100% organic no, they certainly are more add more organic crunch, visual spectacle and flavour than the stock alternative.

I’d worry about a little jankiness as per gameplay itself, or it looking a bit odd if things trigger weirdly but we shall see.

For me if they get it all working, that’s a way bigger visual upgrade than high res textures or whatever.

But then that’s really not something I care about with most games, so my bar of what’s acceptable is lower than that of many people, which is totally fine, people value different things with different weightings.

Do you like 40K to begin with incidentally?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Sermokala
Profile Blog Joined November 2010
United States14039 Posts
August 23 2025 05:16 GMT
#40
I think broken arrow is a really fun game and its take on the economy of a players units and its deck is really ahead of its time. The ability to customize and retool various units to do vastly different things makes factions incredibly complex without getting too far in the weeds of a basic focus.

Its also missing a list of critical features like replay, in mission save games for campaign, leaver penalties, and has some nasty bugs that creep up.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
JimmyJRaynor
Profile Blog Joined April 2010
Canada16883 Posts
August 25 2025 18:10 GMT
#41
King Art games is making Dawn of War 4. King Art games made Battle World Kronos. It was a great game for anyone who likes Advance Wars type games.

If the main top creatives at King Art games are still around and part of the DoW4 development team then I'm very interested.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
lestye
Profile Blog Joined August 2010
United States4182 Posts
August 26 2025 06:29 GMT
#42
Oh I would have thought relic is making the new dow.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
qwerty4w
Profile Joined January 2024
53 Posts
Last Edited: 2025-08-26 12:37:24
August 26 2025 11:40 GMT
#43
Relic is making an Advance Wars type game, Earth vs. Mars. As a once fairly successful mid-sized developer, Relic is probably not doing well if they are resorted to making smaller games like this.
WombaT
Profile Blog Joined May 2010
Northern Ireland25944 Posts
August 26 2025 13:34 GMT
#44
AoE4 is one of the more successful RTS games since SC2, I’m surprised Relic didn’t get given the DoW gig again.

If I were to guess, maybe them going independent has something to do with it. Maybe those are the terms of the split, or maybe it was a fractious one, or perhaps Relic simply wanna stretch their wings a bit.

Could be all kinds of things I suppose!
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
ETisME
Profile Blog Joined April 2011
12494 Posts
August 27 2025 06:57 GMT
#45
the scouring is starting to flip stormgate number.
89 Concurrent players vs 86 on stormgate.
190 vs 199 24hrs peak
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Miragee
Profile Joined December 2009
8581 Posts
Last Edited: 2025-08-27 08:02:56
August 27 2025 08:00 GMT
#46
//wrong thread
lestye
Profile Blog Joined August 2010
United States4182 Posts
Last Edited: 2025-08-28 10:06:41
August 28 2025 10:05 GMT
#47
I played Stormgate for the first time. And I was completely underwhelmed. I really wanted it to succeed because on paper, a synthesis of SC2 and WC3 sounds incredible. I knew it probably wouldnt be as good as those titles but I figured it'd still be solid given it'd be a game from this decade. Unfortunately I don't think I can produce any critique that hasn't been said a thousand times before so I'll leave at that.

With David Kim's project gone, is Dawn of War IV/AoE 4 expansions the last hope for quality RTS?
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
Miragee
Profile Joined December 2009
8581 Posts
August 28 2025 13:41 GMT
#48
On August 21 2025 04:44 Latham wrote:
Show nested quote +
On August 21 2025 04:25 Miragee wrote:
On August 21 2025 01:50 cha0 wrote:
On August 20 2025 22:33 Miragee wrote:
On August 20 2025 14:53 RogerChillingworth wrote:
Anyway, discussion about this game honestly just goes around in circles. I think a “RTS General Discussion” thread would be a lot more useful at this point. There are a lot of soulful efforts being made by people and will continue to be made and this Stormgate/Frostigant Megathread shouldn't eat all those blurbs and discussions. And then the 4 people who still want to talk about SG specifically can do that here. Just a thought!


Heeding the suggestion by RogerChillingworth, I hereby open a thread to discuss all kinds of RTS games. Please feel free to start a discussion with anything that interests you RTS-wise.

To start things of from my side: Should we get excited about another inevitably disastrous entry into the DoW series?

https://www.youtube.com/watch?v=OSCi53UnIMw


I am actually very hyped for DoW IV. I'm not sure why it would be inevitably disastrous - DoW and DoW II were both amazing, it was only DoW 3 that was a massive failure. The thing that gives me hope is that from the trailer it seems very much like they are re-using DoW 3 assets/art style? which was one thing that I think everyone enjoyed. Relic got the art style and atmosphere right, they just completely fucked the gameplay. So if DoW IV can be a return to form gameplay wise and re-use DoW 3 assets it could be an amazing return to form.


DoW2 was a disaster in my eyes. Incredibly unfun 1v1. No base building and basically just rally units from your base. The campaign was kinda cool and had coop, which is a big plus in my book, but still worse than DoW.

I don't know, I just feel like the chances of DoW IV being good are slim based on what I liked about DoW. If they return base building and actually work on how stupid and janky the units feel, the game might actually be good.


Dawn of War 2 was very divisive. On one hand - it was a terrible game if you considered it as a successor to Dawn of War 1. They lowered the scale of engagement, got rid of base building, much smaller unit roster and fewer upgrades per squad.

BUT, if you can look past that - and NOT look at it as a successor to Dawn of War 1 and instead look at it as a Company of Heroes-like, smaller scale tactical RTS that just happened to be set in the Warhammer 40K universe (and for some odd reason shares the name with the GOATed and amazing Dawn of War 1), it was a fine, fun game that can stand on its own merits. Think of it as Mechanicus or Space Hulk Tactics or Battlefleet Gothic: Armada or even ChaosGate: DemonHunters, i.e a rip-off of already existing game formula just with a Warhammer 40K paint job on top of it, and you have Dawn of War 2.
It's basically Company of Heroes in space with the licensing of Warhammer 40K franchise visuals...

Now they should have NEVER used the name "Dawn of War 2" for it, and I think history (and people) would be a lot more forgiving towards that game's existence.


That's a reasonable take. I remember I enjoyed the campaign back when the game came out but probably more so because it was coop. I recently played through it again alone and found lacking.

On August 28 2025 19:05 lestye wrote:
I played Stormgate for the first time. And I was completely underwhelmed. I really wanted it to succeed because on paper, a synthesis of SC2 and WC3 sounds incredible. I knew it probably wouldnt be as good as those titles but I figured it'd still be solid given it'd be a game from this decade. Unfortunately I don't think I can produce any critique that hasn't been said a thousand times before so I'll leave at that.

With David Kim's project gone, is Dawn of War IV/AoE 4 expansions the last hope for quality RTS?


It honestly depends on what you view as quality RTS. DoW games are super janky in their controls. I would rather micro a bunch of dragoons through a mineral line than to simply tell a big unit to just go somewhere in DoW games. DoW2 is somehow even worse than DoW in that regard.

I think if you go through this thread, there a few more promising titles mentioned. AoE4 and DoW IV are the only ones with a big budget though. That doesn't mean those games are the only hope though. More money just means they have possibilities in certain areas that smaller studios don't have. In most areas that are in my eyes more important to make a great game, e.g. gameplay ideas, art choice, etc., I don't think money solves anything.
lestye
Profile Blog Joined August 2010
United States4182 Posts
August 28 2025 15:41 GMT
#49
While I agree thats true for most genres and subgenres in the industry. I don't think that has been true for RTS games.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
Last Edited: 2025-08-29 09:05:42
August 29 2025 09:03 GMT
#50
I can see a lot of efforts being AI slop for the foreseeable future. I'd be very surprised if people took the time to properly make a RTS from ground zero. Like in the old, legit way. Even if they do, the odds of greatness are pretty slim. Theoretically there is space for something but my expectations are lower than Satan's butthole, and waiting around hoping someone does something for you is weak. THUS... apathy flows in like the blood rivers from The Shining. I'm ready to face-check it in slow-mo.
But really, we just have to pass this painful, bloody stool and let enough time go by that things come back around, like in The Time Machine when it's so far into the future that shit has reset and people are living in tents again. The tent people might have something.
but probably not

In the meantime I'm still always interested in what people are making, especially smaller groups. I just feel like a lot of efforts fall into the same traps, and many feel more like glorified Risk than an evolution of Blizz RTS.
ThunderJunk
Profile Joined December 2015
United States709 Posts
August 29 2025 22:34 GMT
#51
This whole community is sleeping on BAR.. tellin ya man
I am free because I know that I alone am morally responsible for everything I do.
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
Last Edited: 2025-08-30 02:44:54
August 30 2025 02:42 GMT
#52
I'll take a look at BAR.

BTW, wondering what people think about this comment:

On August 30 2025 01:20 qwerty4w wrote:
If you make a solid AA-level Blizzard style RTS, like Armies of Exigo, or a great 2D RTS like StarCraft, I think it would likely be well-received in today's market.


As a 2D artist who is currently making RTS-style assets, I do wonder how people feel about 2D. I imagine people like it I don't see any reason why they wouldn't. A better question might be if people would accept flatter lighting, and an art style that might not be their favorite, but to me 2D does look a lot better and is more performative. Maybe TL is not the greatest sample size as we are mostly older, but I still think about this often.
The thing about 2D, like a full 2D game that doesn't utilize 3D models at all, is that it can be much more time consuming to go back and change things, especially if it's a core change to the 'model' of the character, or even changes to a walk cycle. For this reason, it'd be overall better to make a game that does not fundamentally change, like Brood War, or Chess, and instead change things like maps to keep the game fresh and balanced.
So yeah, another question is if a game that does not fundamentally change much once completed could be attractive, as long as the design is great and the balance is good enough.
Urth
Profile Blog Joined November 2007
United States1250 Posts
August 30 2025 07:04 GMT
#53
DORF is easily the most excited I have been for an RTS in the past decade!
BY.HERO FIGHTING!!!!
Yurie
Profile Blog Joined August 2010
11914 Posts
Last Edited: 2025-08-30 07:48:26
August 30 2025 07:48 GMT
#54
On August 30 2025 11:42 RogerChillingworth wrote:
I'll take a look at BAR.

BTW, wondering what people think about this comment:

Show nested quote +
On August 30 2025 01:20 qwerty4w wrote:
If you make a solid AA-level Blizzard style RTS, like Armies of Exigo, or a great 2D RTS like StarCraft, I think it would likely be well-received in today's market.


As a 2D artist who is currently making RTS-style assets, I do wonder how people feel about 2D. I imagine people like it I don't see any reason why they wouldn't. A better question might be if people would accept flatter lighting, and an art style that might not be their favorite, but to me 2D does look a lot better and is more performative. Maybe TL is not the greatest sample size as we are mostly older, but I still think about this often.
The thing about 2D, like a full 2D game that doesn't utilize 3D models at all, is that it can be much more time consuming to go back and change things, especially if it's a core change to the 'model' of the character, or even changes to a walk cycle. For this reason, it'd be overall better to make a game that does not fundamentally change, like Brood War, or Chess, and instead change things like maps to keep the game fresh and balanced.
So yeah, another question is if a game that does not fundamentally change much once completed could be attractive, as long as the design is great and the balance is good enough.


I personally have mostly moved on from 2D games. It has to be better than a comparable 3D game to spark my interest. I have nothing inherently against it but the RPG-Maker spam has pushed me away from it. When I see a screenshot I assume the worst and have to be proven it is worth a shot.
Miragee
Profile Joined December 2009
8581 Posts
August 30 2025 09:12 GMT
#55
On August 30 2025 11:42 RogerChillingworth wrote:
I'll take a look at BAR.

BTW, wondering what people think about this comment:

Show nested quote +
On August 30 2025 01:20 qwerty4w wrote:
If you make a solid AA-level Blizzard style RTS, like Armies of Exigo, or a great 2D RTS like StarCraft, I think it would likely be well-received in today's market.


As a 2D artist who is currently making RTS-style assets, I do wonder how people feel about 2D. I imagine people like it I don't see any reason why they wouldn't. A better question might be if people would accept flatter lighting, and an art style that might not be their favorite, but to me 2D does look a lot better and is more performative. Maybe TL is not the greatest sample size as we are mostly older, but I still think about this often.
The thing about 2D, like a full 2D game that doesn't utilize 3D models at all, is that it can be much more time consuming to go back and change things, especially if it's a core change to the 'model' of the character, or even changes to a walk cycle. For this reason, it'd be overall better to make a game that does not fundamentally change, like Brood War, or Chess, and instead change things like maps to keep the game fresh and balanced.
So yeah, another question is if a game that does not fundamentally change much once completed could be attractive, as long as the design is great and the balance is good enough.


I haven't really thought about it in terms of RTS but in general I think 2D does quite well. There are a lot of 2D indie games that were/are very popular. I think it's most often more about the art style than it is about graphics fidelity or 2D/3D. Also, 2D games tend to age much better. The the background art of the old infinity engine games from around 2000 still look absolutely gorgeous.

I also agree on your take that it's much better to make a competetive game that doesn't change itself, but change the rules around it to keep it fresh. Brood War and Chess are great examples and I think a lot of live service games should take a lesson from those.
Garrl
Profile Blog Joined February 2010
Scotland1974 Posts
August 30 2025 09:44 GMT
#56
On August 30 2025 11:42 RogerChillingworth wrote:
I'll take a look at BAR.

BTW, wondering what people think about this comment:

Show nested quote +
On August 30 2025 01:20 qwerty4w wrote:
If you make a solid AA-level Blizzard style RTS, like Armies of Exigo, or a great 2D RTS like StarCraft, I think it would likely be well-received in today's market.


As a 2D artist who is currently making RTS-style assets, I do wonder how people feel about 2D. I imagine people like it I don't see any reason why they wouldn't. A better question might be if people would accept flatter lighting, and an art style that might not be their favorite, but to me 2D does look a lot better and is more performative. Maybe TL is not the greatest sample size as we are mostly older, but I still think about this often.
The thing about 2D, like a full 2D game that doesn't utilize 3D models at all, is that it can be much more time consuming to go back and change things, especially if it's a core change to the 'model' of the character, or even changes to a walk cycle. For this reason, it'd be overall better to make a game that does not fundamentally change, like Brood War, or Chess, and instead change things like maps to keep the game fresh and balanced.
So yeah, another question is if a game that does not fundamentally change much once completed could be attractive, as long as the design is great and the balance is good enough.


While it is 8 years old now, Tooth and Tail did kinda prove 2D RTS can still work and for easy readability, 2D has a ton of advantages over 3D.
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
August 30 2025 14:06 GMT
#57
I generally agree.
Yurie I have no idea what RPG-Maker is but it sounds awful, I'm sorry.
I have seen a lot of 2D games do well, and they look really good. For RTS, doing the full animations for every unit (walk, death, attack, abilities, etc.) is immense. I was even thinking about how DORF is using some tech so they can tilt their sprites up or down depending on elevation, which is something SC doesn't have. For a full 2D thing, you'd have to go the SC way where it's just 'known' what the elevation is, and the units maintain their orientation. Otherwise you're doing everything three times, which is ridiculous.
For my tests I do 8 directional movement, but that's not enough for a real game. In a video you can make it work, but otherwise I feel like you'd need at least 16. The google AI is telling me SC has 32, but it's because they used crude 3D models and then painted on top of them. And I don't think the game actually works in 32 directions, 16 at most. I'm not sure on this one. 16 angles does make sense, but you couldn't draw all that by hand. Not unless you reduced your unique unit count by a lot, or were ok conveyoring out a new asset every 4-6 months (as a solo).
But anyway, I do love this idea of a game that doesn't fundamentally change once it's finished. It's way more memorable like that. No games do it because people expect constant new dopamine hits, but the other way is better.
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
Last Edited: 2025-08-31 06:34:48
August 31 2025 06:32 GMT
#58
ANYWAYS LOL

Waiting to see a full DORF game. Curious about any gnarly stuff you can do, or if you run up to the enemy units and fire. It seems like more of a tactical game, which is cool enough.
In their most recent vid, "infantry combat" + Show Spoiler +
, i found their lighting a little off-putting. Only slightly though. The muzzle flashes and everything are a bit much. Really don't think you need any of that. Didn't think they needed to go beyond the look of their initial trailer 2 years ago, but i guess devs feel like they have to make things look expensive or people won't like it. But it just ends up being visually noisy and less performative.
qwerty4w
Profile Joined January 2024
53 Posts
Last Edited: 2025-09-01 11:34:44
August 31 2025 12:47 GMT
#59
If D.O.R.F. ended up a commercial success, I think there's a chance we will see more indie RTS games built upon the GNU-GPL licensed RTS engines in the future, like OpenRA and its D.O.R.F. fork, Spring/Recoil which is Zero-K and Beyond All Reason's engine, C&C Generals' SAGE engine that EA recently made copyleft, Warsmash which is an reimplementation of Warcraft 3's engine.

If you don't need the modern graphical features, making an RTS on an RTS engine is much easier than making one on Unreal or Unity, which requires the developer to write most of the game logic from scratch, that even an AA-level Unreal/Unity game like Tempest Rising or Broken Arrow can lack some of the basic features like replay or save, or lack the optimization needed for moderately high unit counts.
qwerty4w
Profile Joined January 2024
53 Posts
Last Edited: 2025-09-01 11:35:36
September 01 2025 05:32 GMT
#60
Regarding art style, I think if the RTS developer choose a low detailed style such as Low Poly, making an RTS as feature-rich and content-rich as Warcraft 3 shall also be possible within an AA-level budget.

Apparently many of the biggest FPS titles around PS3/Xbox 360 era cost less than $25 million to make (gamesindustry.biz/rein-puts-dev-cost-for-gears-of-war-at-10m digitalspy.com/videogames/a82352/halo-3-cost-15-million-to-develop gamewatcher.com/news/2008-20-08-crytek-reveals-crysis-cost-at-22-million-cryengine-2-around-2012), Warcraft 3 is about one generation older than Halo 3 and Crysis so probably cost significantly less, it may not even have a high-end AA budget by today's standard adjusted for inflation.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16883 Posts
Last Edited: 2025-09-01 06:24:02
September 01 2025 06:15 GMT
#61
There is a silver lining to the cloud of Stormgate running like garbage. This should steer other RTS developers away from UE5.

Apparently, Dawn of War 4 is running in Unity. C# is its primary scripting language.. its needed for engine integration etc. I've got more than 10,000 hours in C#. C# is very good and has been very good since its birth ~ 2001. Bill Gates might be one of the Lizard Men secretly running the world.. but damn he and M$ did an awesome job leading the creation of C#. I'm a big fan of both C# and Unity.

Unity allows you to manage 87 bazillion objects at near C++ speeds while coding in the safe and cozy C# managed code environment.

"Code in C# because life is too short to code everything in C++"

All this sounds wonderful, however, recent builds of DoW4 are running at 5FPS during heavy battles. Hopefully, King Art Games can improve things.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
qwerty4w
Profile Joined January 2024
53 Posts
September 01 2025 07:41 GMT
#62
Sanctuary: Shattered Sun (Supreme Commander FAF like RTS with some binary terraforming) use Unity's DOTS (Data-Oriented Technology Stack) for multithreading. Programming for Unity's DOTS is quite complicated and difficult judging by what I heard, but the game was mostly bottlenecked by its graphical performance according to its developers. They will release a public demo of the game by the end of 2025, perhaps it will have some improvement in this area.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16883 Posts
Last Edited: 2025-09-01 13:31:17
September 01 2025 12:58 GMT
#63
it is hard if you've never done low level programming. if you have a solid all around math/computer science background with a 4 year degree that includes stuff like compiler construction in C++ and encryption algorithms in C++ then DOTS is just another technology stack.

If you took an Avilo style "computer science" degree you'll probably find DOTS tough. If you took a CombatEx type of degree then you'll be fine. Given the level of Avilo's math education i hesitate to label his degree as a "computer science" major.

Put it this way.. once you master DOTS its like you are coding in a high-level, super-easy language like Visual Basic while getting the lightning speed execution performance of well made C++.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
WombaT
Profile Blog Joined May 2010
Northern Ireland25944 Posts
September 01 2025 14:41 GMT
#64
They’re very different, albeit overlapping disciplines, game dev is not my particular domain to be fair.

Engine optimisers aren’t going to build you a good game, they’ll facilitate a good game with good design being a good experience for end users.

I’d imagine it can’t be that much more difficult to recruit some engineers particularly au fait with C# or C++, Unity or Unreal, they don’t have to build from scratch with a whole load of systems, but may need to write bespoke optimisations for specific use cases

Stormgate’s number 1 issue is a game design one, not a game engineering one. And they made some problems for themselves in the latter category as well.

There was no need to engineer the game at such a high tick rate other than to claim you have the ‘most responsive RTS ever’, which caused a lot of performance headaches.

They’d have had the exact same problems if they’d decided to go with Unity, or any other engine.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
JimmyJRaynor
Profile Blog Joined April 2010
Canada16883 Posts
September 01 2025 19:06 GMT
#65
Are there any well running RTS games made with UE5?
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
WombaT
Profile Blog Joined May 2010
Northern Ireland25944 Posts
September 02 2025 00:31 GMT
#66
Well no, but you’re talking about Unity being good because C# has certain advantages at ‘near C++ speeds’.

Surely if you hire some crack C++ specialists, UE can be made to be performant?

Personally I don’t think it’s super advantageous to go the UE route in RTS, for a variety of reasons. A lot of the graphical funkiness, I mean it’s just not that relevant to a genre where you’re zoomed out from the action, and high graphical fidelity makes visibility tricky
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
`Myst
Profile Joined September 2024
22 Posts
Last Edited: 2025-09-02 04:28:08
September 02 2025 04:27 GMT
#67
Hi all,

Interesting thread. Ive worked in game development with published titles for clients like EA and others.

As an RTS fan I have been thinking about this problem recently and have come across some nice opinion pieces on the subject. So, here is some food for thought:

On the Perceived Inevitability of Unreal
Ships, Icebergs, Game Engines
A case for building your own tech | Opinion
Path of Exile - We Wrote An Engine (And So Can You!)

My own opinion is that a large majority of "timeless" RTS titles (Total Annihilation, C&C, StarCraft, Warcraft III) were successful because the game engine technology brought something new and exciting to the table, and there was a sense of magic for the players (myself included). The problem I have with most UE5/Unity RTS games that I have played is that they all feel "muddy" to me, and despite differences in art style the rendering makes every game look pretty much the same.
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
September 02 2025 06:31 GMT
#68
Thanks for sharing, Myst. I agree. As someone pointed out under one of those articles, it's prolly good to rein in the technical ambition. I wonder too that if you can't build your own unique tools or engine, can you focus on the fun of the game enough, with existing tools, that it doesn't matter?
I wonder if ego gets in the way of people just trying to make a thing that's really fun to play. When I think about something I would want to make, ego absolutely does get in the way. And I'm way overly ambitious. I'm not even an engineer. I don't even know one. I feel like it comes from a place of foolishness, and just not knowing what a thing takes, and focusing on the emotion of it. I personally would find it hard to slog through 8-10 years of technical problems for 99.9% of projects.
I do absolutely think that you must know what you want to do, and that you must do it, and decide that failure is not an option. I think once you make that decision, nothing is too ambitious. But you must know.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16883 Posts
Last Edited: 2025-09-03 15:43:40
September 03 2025 15:42 GMT
#69
On September 02 2025 04:06 JimmyJRaynor wrote:
Are there any well running RTS games made with UE5?

On September 02 2025 09:31 WombaT wrote:
Well no, but you’re talking about Unity being good because C# has certain advantages at ‘near C++ speeds’.

Surely if you hire some crack C++ specialists, UE can be made to be performant?

Personally I don’t think it’s super advantageous to go the UE route in RTS, for a variety of reasons. A lot of the graphical funkiness, I mean it’s just not that relevant to a genre where you’re zoomed out from the action, and high graphical fidelity makes visibility tricky

I think Frost Giant's first move was the biggest mistake. I think trying to make a large scale RTS with 100s of fighting units in UE5 was a big mistake. I think they overestimated themselves. They talked in such giant grandiose terms they talked themselves into thinking they were some kind of giant.... in reality they had yet to release a single piece of software.

Tim Morten keeps making Bobby Kotick look smarter and smarter with each passing month.
Well no, but you’re talking about Unity being good because C# has certain advantages at ‘near C++ speeds’.

Unity has the potential to work well in a large scale RTS scenario. UE5 does not have that potential.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Manit0u
Profile Blog Joined August 2004
Poland17399 Posts
Last Edited: 2025-09-03 20:37:58
September 03 2025 20:35 GMT
#70
On September 02 2025 04:06 JimmyJRaynor wrote:
Are there any well running RTS games made with UE5?


On September 04 2025 00:42 JimmyJRaynor wrote:
Unity has the potential to work well in a large scale RTS scenario. UE5 does not have that potential.


Tempest Rising uses UE5. It's an RTS with 200 pop cap just like SC2.
Time is precious. Waste it wisely.
ThunderJunk
Profile Joined December 2015
United States709 Posts
Last Edited: 2025-09-03 22:45:28
September 03 2025 22:43 GMT
#71
Meanwhile, BAR sets the unit cap per player at a default of 2000 (which can be adjusted with custom settings), and retains performance.

My favorite thing about BAR is the "Flanking Damage" mechanic. If 2 units are attacking a unit from opposite sides, that unit takes twice as much damage from each attacker. In practice this radically increases the possibile outcomes of each engagement.
I am free because I know that I alone am morally responsible for everything I do.
Manit0u
Profile Blog Joined August 2004
Poland17399 Posts
Last Edited: 2025-09-04 07:50:07
September 04 2025 07:43 GMT
#72
On September 04 2025 07:43 ThunderJunk wrote:
Meanwhile, BAR sets the unit cap per player at a default of 2000 (which can be adjusted with custom settings), and retains performance.

My favorite thing about BAR is the "Flanking Damage" mechanic. If 2 units are attacking a unit from opposite sides, that unit takes twice as much damage from each attacker. In practice this radically increases the possibile outcomes of each engagement.


Yeah, BAR is crazy. 100 player game, every projectile is a physical object taking into account elevation, distance, flanking etc. and it runs well.

In general, you can't trust AAA studios when they say something is "too hard"



Solo dev built a better game in 2 years than AAA studios can do in 5 years with hundreds of devs and unlimited budget.
Time is precious. Waste it wisely.
Miragee
Profile Joined December 2009
8581 Posts
September 04 2025 13:26 GMT
#73
On September 04 2025 16:43 Manit0u wrote:
Show nested quote +
On September 04 2025 07:43 ThunderJunk wrote:
Meanwhile, BAR sets the unit cap per player at a default of 2000 (which can be adjusted with custom settings), and retains performance.

My favorite thing about BAR is the "Flanking Damage" mechanic. If 2 units are attacking a unit from opposite sides, that unit takes twice as much damage from each attacker. In practice this radically increases the possibile outcomes of each engagement.


Yeah, BAR is crazy. 100 player game, every projectile is a physical object taking into account elevation, distance, flanking etc. and it runs well.

In general, you can't trust AAA studios when they say something is "too hard"

https://www.youtube.com/watch?v=XsnmhtqBFqU

Solo dev built a better game in 2 years than AAA studios can do in 5 years with hundreds of devs and unlimited budget.


Holy shit that looks good, thanks.
WombaT
Profile Blog Joined May 2010
Northern Ireland25944 Posts
September 04 2025 14:40 GMT
#74
On September 04 2025 07:43 ThunderJunk wrote:
Meanwhile, BAR sets the unit cap per player at a default of 2000 (which can be adjusted with custom settings), and retains performance.

My favorite thing about BAR is the "Flanking Damage" mechanic. If 2 units are attacking a unit from opposite sides, that unit takes twice as much damage from each attacker. In practice this radically increases the possibile outcomes of each engagement.

Does it work well in practice? Sounds a cool mechanic but I can see it being a bit wonky at the same time depending on the thresholds.

I could see it being a bit chaotic positionally, if you’re slightly off you’re not getting your flank damage, versus being slightly differently positioned by a few ‘pixels’ and it kicks in.

Do you feel they’ve addressed that kind of concern?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Uldridge
Profile Blog Joined January 2011
Belgium4936 Posts
September 04 2025 15:07 GMT
#75
Might be something that is a continuous value: 100% for frontal damage, going all the way up to 200% damage depending on the angle of attack.
Taxes are for Terrans
Ideas
Profile Blog Joined April 2008
United States8140 Posts
September 04 2025 15:15 GMT
#76
Does anyone remember World in Conflict? That game felt so innovative in the way it handled multiplayer (8v8 battles where everyone picks a "class" that gives them a certain type of units to handle). Basically turned Battlefield into a team RTS (including completely destructible terrain/buildings). I'm not saying it was perfect at all, but definitely I think an interesting way of handling RTS multiplayer that might thrive in today's market (team-based games with defined roles for each player). I also loved the way that they set WASD to move the camera around lol.

I feel like 1v1 is just too off-putting to most gamers nowadays, but a team-focused RTS game could possibly find success.

Of course I think indie RTS game's biggest problem is just that most of them are way too derivative and nostalgic (big problem with a lot of the indie game market). Show me something new, not just worst versions of StarCraft or CnC.
Free Palestine
JimmyJRaynor
Profile Blog Joined April 2010
Canada16883 Posts
Last Edited: 2025-09-04 16:16:57
September 04 2025 16:11 GMT
#77
https://store.steampowered.com/app/3136490/Echoes_of_the_Architects/

a $10 RTS game that runs on a potato and is made by 1 guy in Unity.
On September 04 2025 05:35 Manit0u wrote:
Show nested quote +
On September 02 2025 04:06 JimmyJRaynor wrote:
Are there any well running RTS games made with UE5?


Show nested quote +
On September 04 2025 00:42 JimmyJRaynor wrote:
Unity has the potential to work well in a large scale RTS scenario. UE5 does not have that potential.


Tempest Rising uses UE5. It's an RTS with 200 pop cap just like SC2.

you can't play 2v2 with a pop cap of 200 on a machine that costs less than $3000. and when you have a $3000 machine player 2v2 you can heat your home in january with your computer.
they have a 2v2 with 100 pop cap mode that can be played on a reasonable machine.

there is no 3v3 or 3v3AI.

UE5 can not run decent scale RTS beyond 1v1 games.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
ThunderJunk
Profile Joined December 2015
United States709 Posts
Last Edited: 2025-09-04 18:32:06
September 04 2025 18:03 GMT
#78
On September 04 2025 23:40 WombaT wrote:
Show nested quote +
On September 04 2025 07:43 ThunderJunk wrote:
Meanwhile, BAR sets the unit cap per player at a default of 2000 (which can be adjusted with custom settings), and retains performance.

My favorite thing about BAR is the "Flanking Damage" mechanic. If 2 units are attacking a unit from opposite sides, that unit takes twice as much damage from each attacker. In practice this radically increases the possibile outcomes of each engagement.

Does it work well in practice? Sounds a cool mechanic but I can see it being a bit wonky at the same time depending on the thresholds.

I could see it being a bit chaotic positionally, if you’re slightly off you’re not getting your flank damage, versus being slightly differently positioned by a few ‘pixels’ and it kicks in.

Do you feel they’ve addressed that kind of concern?


It's continuous. There's no cutoff or breakpoint values. The closer to 180º the attackers are, the closer to 100% extra damage they do. It's very smooth.

I'm not sure about is how flanking damage is applied from bombers. I would guess 150% because they're hitting from above, which is a 90º angle. I don't know whether flanking damage is increased by attackers attacking from elevation. Like, if there's a marginal damage increase if two attackers are attacking at 90º laterally, and also one of them is on a hill, so it ends up being like 100º. I suspect that is indeed how it works, though!

In practice, it feels like every battle is microable, and you're always trying to find ways to get damage from multiple sources from multiple angles. For example, you could have a small cloud of ticks surround a big strong enemy unit, and also have an actual damage dealer attacking it - then that unit will go down way quicker because the ticks activate the flanking damage from all sides, so everything is multiplied by 2.

There's definitely ample chaos in BAR. The fact that you can't just count how many shots it takes to kill something makes it far less predictable, and forces a lot more emergent decision making.

Other cool things:
1) Units that die leave metal behind, which can be reclaimed or in some cases resurrected. The wreckage itself acts like destructible walls that block pathing both of units and attack projectiles. This too leads to emergent decision-making during fights.
2) Metal deposits aren't neatly concentrated in base locations. They're spread all over the map. So raiding and runbys are a defining feature of gameplay in just about every match.
3) Windspeed is variable and partially random, so macro build orders can't be the same every game. Windspeed values are map-dependent. Some maps have more wind, some have less. (If you want macro build orders to be the same every game, you can always play on maps that don't have wind.)
4) Navy and Hovercrafts.


It's a completely different system than Starcraft or any of the Starcraft clones. It's something very special.
I am free because I know that I alone am morally responsible for everything I do.
qwerty4w
Profile Joined January 2024
53 Posts
Last Edited: 2025-09-04 21:50:39
September 04 2025 20:48 GMT
#79
Tempest Rising is going to have 3v3 next week:
https://steamcommunity.com/app/1486920/eventcomments/603040419439183033

The original creator of the RTS engine Spring (Beyond All Reason uses a fork called Recoil) later joined Massive Entertainment and became one of the programmers of World in Conflict.

I think wind is a bit more interesting in Total Annihilation, as it does not only affect energy generation, but also projectile trajectory like in Team17's Worms series.
ThunderJunk
Profile Joined December 2015
United States709 Posts
September 05 2025 01:06 GMT
#80
On September 05 2025 05:48 qwerty4w wrote:
Tempest Rising is going to have 3v3 next week:
https://steamcommunity.com/app/1486920/eventcomments/603040419439183033

The original creator of the RTS engine Spring (Beyond All Reason uses a fork called Recoil) later joined Massive Entertainment and became one of the programmers of World in Conflict.

I think wind is a bit more interesting in Total Annihilation, as it does not only affect energy generation, but also projectile trajectory like in Team17's Worms series.


Hard disagree. That's a bad application of RNG imo
I am free because I know that I alone am morally responsible for everything I do.
qwerty4w
Profile Joined January 2024
53 Posts
September 05 2025 06:47 GMT
#81
Wind affecting projectiles means the current wind direction and speed need to be taken into consideration if the player wants to micro units perfectly. I think that's an interesting skill, but probably only makes sense for RTS/RTTs with low unit counts, which is likely why it's not reimplemented in Spring/Recoil.
Manit0u
Profile Blog Joined August 2004
Poland17399 Posts
September 05 2025 09:49 GMT
#82
On September 05 2025 01:11 JimmyJRaynor wrote:
Show nested quote +
On September 04 2025 05:35 Manit0u wrote:
On September 02 2025 04:06 JimmyJRaynor wrote:
Are there any well running RTS games made with UE5?


On September 04 2025 00:42 JimmyJRaynor wrote:
Unity has the potential to work well in a large scale RTS scenario. UE5 does not have that potential.


Tempest Rising uses UE5. It's an RTS with 200 pop cap just like SC2.

you can't play 2v2 with a pop cap of 200 on a machine that costs less than $3000. and when you have a $3000 machine player 2v2 you can heat your home in january with your computer.
they have a 2v2 with 100 pop cap mode that can be played on a reasonable machine.

there is no 3v3 or 3v3AI.

UE5 can not run decent scale RTS beyond 1v1 games.


You're wrong. If it would be impossible they wouldn't do a 2v2 ranked mode. And now introducing 3v3...


Time is precious. Waste it wisely.
Jaysod
Profile Joined August 2025
10 Posts
Last Edited: 2025-09-05 11:43:36
September 05 2025 11:41 GMT
#83
--- Nuked ---
qwerty4w
Profile Joined January 2024
53 Posts
Last Edited: 2025-09-05 14:25:33
September 05 2025 12:40 GMT
#84
There's nothing wrong with talking about the performance of Unreal Engine without talking about the gameplay details of any game.

Tempest Rising has key units with special abilities called specialists. The game had pretty imbalanced multiplayer 2-3 months ago and it was mostly GDF vs GDF, it seems to be in a much better state now. I heard that the multiplayer of early StarCraft without BW was mostly Zerg spamming 2-3 types of units, Tempest Rising at launch can't be worse than that.
Manit0u
Profile Blog Joined August 2004
Poland17399 Posts
Last Edited: 2025-09-05 13:09:06
September 05 2025 13:06 GMT
#85
On September 05 2025 20:41 Jaysod wrote:
Show nested quote +
On September 05 2025 18:49 Manit0u wrote:
On September 05 2025 01:11 JimmyJRaynor wrote:
On September 04 2025 05:35 Manit0u wrote:
On September 02 2025 04:06 JimmyJRaynor wrote:
Are there any well running RTS games made with UE5?


On September 04 2025 00:42 JimmyJRaynor wrote:
Unity has the potential to work well in a large scale RTS scenario. UE5 does not have that potential.


Tempest Rising uses UE5. It's an RTS with 200 pop cap just like SC2.

you can't play 2v2 with a pop cap of 200 on a machine that costs less than $3000. and when you have a $3000 machine player 2v2 you can heat your home in january with your computer.
they have a 2v2 with 100 pop cap mode that can be played on a reasonable machine.

there is no 3v3 or 3v3AI.

UE5 can not run decent scale RTS beyond 1v1 games.


You're wrong. If it would be impossible they wouldn't do a 2v2 ranked mode. And now introducing 3v3...

https://www.youtube.com/watch?v=VE8C4_665eU

This might as well be 1v1, its all just a mirrored blob of units hitting each other. Just 2 blobs i guess. Is that actually the game at its full potential? Are there any special key units? It looks as boring as it gets.
Crazy that people are actually talking about performance when the game looks that bad.


Isn't SC2 also just 2 blobs of units hitting each other? How is that different?

[image loading]
Time is precious. Waste it wisely.
SoleSteeler
Profile Joined April 2003
Canada5449 Posts
September 05 2025 14:55 GMT
#86
Pretty much all RTS are two blobs running into each other. If you don't play the game I find it hard to differentiate between units in all games.

BW seems to be the easiest to read (for me), except for dark swarm and occasionally air units.
qwerty4w
Profile Joined January 2024
53 Posts
September 05 2025 15:43 GMT
#87
Armies in C&C3 are generally more spread out than in Tempest Rising, probably partly due to pathfinding and unit physics and partly due to most vehicles in C&C3 can fire while moving.
Sermokala
Profile Blog Joined November 2010
United States14039 Posts
Last Edited: 2025-09-05 17:01:07
September 05 2025 16:59 GMT
#88
On September 05 2025 00:15 Ideas wrote:
Does anyone remember World in Conflict? That game felt so innovative in the way it handled multiplayer (8v8 battles where everyone picks a "class" that gives them a certain type of units to handle). Basically turned Battlefield into a team RTS (including completely destructible terrain/buildings). I'm not saying it was perfect at all, but definitely I think an interesting way of handling RTS multiplayer that might thrive in today's market (team-based games with defined roles for each player). I also loved the way that they set WASD to move the camera around lol.

I feel like 1v1 is just too off-putting to most gamers nowadays, but a team-focused RTS game could possibly find success.

Of course I think indie RTS game's biggest problem is just that most of them are way too derivative and nostalgic (big problem with a lot of the indie game market). Show me something new, not just worst versions of StarCraft or CnC.

The game did not age well. Oh boy do the units seem basic af. The campaign is probably the best rts campaign made tho, expecially added with the russian missions.

The problem with group games like that is that it makes match finding really rough. you can easily get stuck with bad teammates and that'll ruin an hour of your life for you. BA is what I think you're looking for but the issue I think is graphics. the standard of graphics today is just way too high for all the units that are needed. BA aparently redid like 80% of its assets to remain on the standard expected of the genre.

Warno and BA are both pretty great I think SD2 was also incredible when it game out and had those big team battles.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
ThunderJunk
Profile Joined December 2015
United States709 Posts
September 05 2025 17:11 GMT
#89
On September 05 2025 15:47 qwerty4w wrote:
Wind affecting projectiles means the current wind direction and speed need to be taken into consideration if the player wants to micro units perfectly. I think that's an interesting skill, but probably only makes sense for RTS/RTTs with low unit counts, which is likely why it's not reimplemented in Spring/Recoil.


Yes, good point. I think it's a perfect thing in like an FPS where your sniper bullet gets pushed around a little by the wind. It's a necessity in a golf simulator.

With multiple battles all over the map, large scale and small scale, accounting for shifting directional windspeed just feels to me like too much.
I am free because I know that I alone am morally responsible for everything I do.
qwerty4w
Profile Joined January 2024
53 Posts
September 05 2025 19:32 GMT
#90
On September 06 2025 00:43 qwerty4w wrote:
Armies in C&C3 are generally more spread out than in Tempest Rising, probably partly due to pathfinding and unit physics and partly due to most vehicles in C&C3 can fire while moving.

I forgot that C&C3 also has a formation system and Tempest Rising doesn't have one. Having useful spread-out formations is probably the most straightforward way to make armies in an RTS more spread out.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16883 Posts
Last Edited: 2025-09-05 20:11:17
September 05 2025 19:52 GMT
#91
On September 05 2025 05:48 qwerty4w wrote:
Tempest Rising is going to have 3v3 next week:
https://steamcommunity.com/app/1486920/eventcomments/603040419439183033

go on Twitch and try to find a game of Tempest Rising where 4 players are playing and they have a high unit count. Their "solution" is to create a 100 Pop Cap version of the game to make 2v2 viable. Unit tracking on UE5 does not scale. it fries the CPU.

Bob Fitch's 1997 SC1 Engine > 2025 UE5

i hope that eventually, after many years of trying, someone makes RTS viable on the UE5 engine and then licenses/sells the tech. Perhaps when CPUs are 10X as powerful as they are now UE5 RTS games can be viable on a $1000//4 year old PC the way SC2 was in 2010.

On September 05 2025 21:40 qwerty4w wrote: I heard that the multiplayer of early StarCraft without BW was mostly Zerg spamming 2-3 types of units, Tempest Rising at launch can't be worse than that.

Early SC1 was severely imbalanced.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
qwerty4w
Profile Joined January 2024
53 Posts
Last Edited: 2025-09-06 08:13:06
September 05 2025 20:37 GMT
#92
https://tempestrising.wiki.gg/wiki/Population
By default, Tempest Rising has a set Population population limit of 200. It limits the maximum number of units the player can have on the map.

As of the Rally & Recon update, the population capacity can be adjusted for skirmish and non-ranked multiplayer games. It can be set from 100 to 500 in increments of 100.

Any 2v2 with 100 pop cap is with custom setting. Tempest Rising's pop cap (which is always displayed on the left of minimap) is per player not per team.
Manit0u
Profile Blog Joined August 2004
Poland17399 Posts
September 06 2025 13:36 GMT
#93
On September 06 2025 04:32 qwerty4w wrote:
Show nested quote +
On September 06 2025 00:43 qwerty4w wrote:
Armies in C&C3 are generally more spread out than in Tempest Rising, probably partly due to pathfinding and unit physics and partly due to most vehicles in C&C3 can fire while moving.

I forgot that C&C3 also has a formation system and Tempest Rising doesn't have one. Having useful spread-out formations is probably the most straightforward way to make armies in an RTS more spread out.


Personally I think that the best way to do that is to go the DoW/CoH route - purchasing and operating squads instead of single soldiers. It's easier to manage and visually much easier to comprehend.
Time is precious. Waste it wisely.
Manit0u
Profile Blog Joined August 2004
Poland17399 Posts
September 06 2025 13:46 GMT
#94
On September 06 2025 04:52 JimmyJRaynor wrote:
Show nested quote +
On September 05 2025 05:48 qwerty4w wrote:
Tempest Rising is going to have 3v3 next week:
https://steamcommunity.com/app/1486920/eventcomments/603040419439183033

go on Twitch and try to find a game of Tempest Rising where 4 players are playing and they have a high unit count. Their "solution" is to create a 100 Pop Cap version of the game to make 2v2 viable. Unit tracking on UE5 does not scale. it fries the CPU.


[image loading]


There's 200 pop cap in 2v2. Also, there are units that make other units too (like drone troopers).



Why do you think they would add a 2v2 (and soon 3v3) modes if it wouldn't be feasible? I suspect they know more about the game engine they're using than you do.
Time is precious. Waste it wisely.
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
September 07 2025 07:23 GMT
#95
All due respect to Wayward, but Tempest Rising doesn't look good at all to me. Modern warfare in general is very hard to pull off for RTS, everything is inherently so generic. Tiberian Sun moved things into the future a bit and was able to be more creative.
But yeah, everything is just 2 blobs fighting each other. If the gameplay is run up to the opponent and attack and see who wins, why am I playing this game. I'm in it for the meaningless clicks, the rad designs, the skill and personality expression. All these games just look so ugly and boring.

As an aside, talking about LAN etc. in the other bad Unshipped Games thread: DORF supposedly plans to release with LAN and even a physical copy? Maybe the latter part is attached to their rumored kickstarter, I don't know. But this is good news for DORF fans if it's true. Not just a nostalgia game, but actually doing some things correctly. Still reserving judgment until I play the game of course, but it's a nice detail.
Waiting to see a competitive 1v1 match.
followZeRoX
Profile Joined March 2011
Serbia1451 Posts
September 07 2025 07:28 GMT
#96
So we are doomed if we want competitive 1v1 rts? I'm bored of wc3 or sc2, SG failed, is there anything until ZeroSpace tries?
Yurie
Profile Blog Joined August 2010
11914 Posts
Last Edited: 2025-09-07 08:47:31
September 07 2025 08:40 GMT
#97
On September 07 2025 16:28 followZeRoX wrote:
So we are doomed if we want competitive 1v1 rts? I'm bored of wc3 or sc2, SG failed, is there anything until ZeroSpace tries?


Age of Empire 2 and 4 seems to be doing fine.

People say Beyond All Reason is good as well in 1vs1 but I don't play that mode. Also missing match making since it is in Alpha, making it harder to find games. Older in the same genre Supreme Commander Forged Alliance.

Tempest Rising seems to be the only good one released this year.
qwerty4w
Profile Joined January 2024
53 Posts
September 07 2025 08:42 GMT
#98
The reason Tempest Rising's battles look somewhat less dynamic than many other RTS games is probably that units can't stutter step like in Starcraft or Warcraft, neither can they attack while moving (other than vehicles crushing other units), and their average TTK isn't particularly low, lead to less need of frequent repositioning during combats. Still I think some RTS players might prefer to have less frequent repositioning and focus more on using these repositioning well to outcompete the opponent.
Manit0u
Profile Blog Joined August 2004
Poland17399 Posts
Last Edited: 2025-09-07 12:14:36
September 07 2025 12:05 GMT
#99
On September 07 2025 16:28 followZeRoX wrote:
So we are doomed if we want competitive 1v1 rts? I'm bored of wc3 or sc2, SG failed, is there anything until ZeroSpace tries?


Dawn of War got its definitive refurbished edition and people are playing it in anticipation for Dawn of War 4 which is slated to come out soon.

https://tl.net/forum/games/641159-dawn-of-war-iv

On September 07 2025 17:42 qwerty4w wrote:
The reason Tempest Rising's battles look somewhat less dynamic than many other RTS games is probably that units can't stutter step like in Starcraft or Warcraft, neither can they attack while moving (other than vehicles crushing other units), and their average TTK isn't particularly low, lead to less need of frequent repositioning during combats. Still I think some RTS players might prefer to have less frequent repositioning and focus more on using these repositioning well to outcompete the opponent.


I think this is a conscious choice by the devs. It is an interesting one IMO since it means you can't just randomly spam movement, every move has to be deliberate or you'll be missing out on damage in potentially critical engagement. This makes it a bit more strategic since you need to be careful of your positioning and need to micro more potentially (you don't spam orders on a big blob but instead want to reposition only the units that aren't currently engaging the enemy).

Anyway, every RTS will have its unique systems and approaches. In DoW/CoH you have the squads with the cover system, destructible terrain, different armor types (in CoH/DoW2 you can have a million guys with basic guns and you won't be able to dent a vehicle, imagine zerglings or marines not being able to kill siege tanks) etc.

They also have different approaches to micro:
SC - stutter-stepping
TR - moving selected units and only when necessary
CoH - getting into cover/optimal range and staying there (this seems like not much micro but battles there are often taking place all over the map and not in just one place so you need to do a lot of this on different screens)
Time is precious. Waste it wisely.
Harris1st
Profile Blog Joined May 2010
Germany6989 Posts
September 08 2025 11:20 GMT
#100
On September 07 2025 16:28 followZeRoX wrote:
So we are doomed if we want competitive 1v1 rts? I'm bored of wc3 or sc2, SG failed, is there anything until ZeroSpace tries?


Haven't played it myself but what about https://store.steampowered.com/app/3338950/The_Scouring/?
Go Serral! GG EZ for Ence. Flashbang dance FTW
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
September 09 2025 09:05 GMT
#101
On September 08 2025 20:20 Harris1st wrote:
Show nested quote +
On September 07 2025 16:28 followZeRoX wrote:
So we are doomed if we want competitive 1v1 rts? I'm bored of wc3 or sc2, SG failed, is there anything until ZeroSpace tries?


Haven't played it myself but what about https://store.steampowered.com/app/3338950/The_Scouring/?



Not to just keep shitting on all the RTS, but isn't The Scouring just a huge ripoff of Warcraft 2. Like way beyond a nod and just copying all the units? Even if it's just a hook to get people interested, feels weird to me and more than a bit off-putting. The setting is nice though.
I don't have the energy to go looking for cool moments or any competitive gameplay, so if someone is actually playing the game and can share a different take I'm all ears.
Harris1st
Profile Blog Joined May 2010
Germany6989 Posts
Last Edited: 2025-09-10 09:44:21
September 10 2025 09:43 GMT
#102
On September 09 2025 18:05 RogerChillingworth wrote:
Show nested quote +
On September 08 2025 20:20 Harris1st wrote:
On September 07 2025 16:28 followZeRoX wrote:
So we are doomed if we want competitive 1v1 rts? I'm bored of wc3 or sc2, SG failed, is there anything until ZeroSpace tries?


Haven't played it myself but what about https://store.steampowered.com/app/3338950/The_Scouring/?



Not to just keep shitting on all the RTS, but isn't The Scouring just a huge ripoff of Warcraft 2. Like way beyond a nod and just copying all the units? Even if it's just a hook to get people interested, feels weird to me and more than a bit off-putting. The setting is nice though.
I don't have the energy to go looking for cool moments or any competitive gameplay, so if someone is actually playing the game and can share a different take I'm all ears.


I think it's even more Hero focused than WC3 and has a day/ night cycle with Zombie like stuff coming out at night. It has some fresh ideas.
Competitive probably not worth since it has around the same numbers Stormgate has. But with 2% of the budget

Go Serral! GG EZ for Ence. Flashbang dance FTW
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
Last Edited: 2025-09-10 16:35:00
September 10 2025 16:29 GMT
#103
A game that very specifically is not made for people with no mechanics, and who have no desire to become mechanical, is one that will be memorable imo. It has somehow become uncool to make this game, and is perhaps seen as unprofitable. But I feel that this is the kind of counter-intuitive choice you need to bake into a rad new RTS to have it stand shoulder to shoulder with old Blizz games. Simply put, the OG version of E.T. where the cops had guns and not flashlights was just way better.

edit: btw not a comment on the scouring, just a random thought.
TaShadan
Profile Joined February 2010
Germany1977 Posts
September 10 2025 22:04 GMT
#104
On September 05 2025 15:47 qwerty4w wrote:
Wind affecting projectiles means the current wind direction and speed need to be taken into consideration if the player wants to micro units perfectly. I think that's an interesting skill, but probably only makes sense for RTS/RTTs with low unit counts, which is likely why it's not reimplemented in Spring/Recoil.


Thats not correct. Wind does NOT affect projectiles in TA. Gravity does. But gravity is a fixed value for each map, so it is not random.
Total Annihilation Zero
Manit0u
Profile Blog Joined August 2004
Poland17399 Posts
Last Edited: 2025-09-10 22:33:38
September 10 2025 22:31 GMT
#105
On September 11 2025 01:29 RogerChillingworth wrote:
A game that very specifically is not made for people with no mechanics, and who have no desire to become mechanical, is one that will be memorable imo. It has somehow become uncool to make this game, and is perhaps seen as unprofitable. But I feel that this is the kind of counter-intuitive choice you need to bake into a rad new RTS to have it stand shoulder to shoulder with old Blizz games. Simply put, the OG version of E.T. where the cops had guns and not flashlights was just way better.

edit: btw not a comment on the scouring, just a random thought.


Well, Mechabellum devs had a very clear vision when making their game where they tried to specifically make a strategy game that doesn't require high APM or mechanical skills but still has a lot of depth and strategy involved (inspired by games like Go, Mahjong, Chess, etc.).

There are plenty of avenues you can take with RTS and other strategy games that can work. Just need to find a good recipe and stick to it.
Time is precious. Waste it wisely.
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
Last Edited: 2025-09-11 00:21:47
September 11 2025 00:21 GMT
#106
oh yeah Manit0u, plenty of non-mechanical games are fun. But it's a bit of apples vs oranges. I would never say mechabellum is competing with or has the same goals as StarCraft in the way that other modern strategy games are. Anyway, I was just farting words. I'll try to put more thought into it next time.
qwerty4w
Profile Joined January 2024
53 Posts
September 11 2025 01:49 GMT
#107
On September 11 2025 07:04 TaShadan wrote:
Show nested quote +
On September 05 2025 15:47 qwerty4w wrote:
Wind affecting projectiles means the current wind direction and speed need to be taken into consideration if the player wants to micro units perfectly. I think that's an interesting skill, but probably only makes sense for RTS/RTTs with low unit counts, which is likely why it's not reimplemented in Spring/Recoil.


Thats not correct. Wind does NOT affect projectiles in TA. Gravity does. But gravity is a fixed value for each map, so it is not random.

Wind also affects projectiles in TA, it's overt when you set the wind speed on a map high enough.
ThunderJunk
Profile Joined December 2015
United States709 Posts
September 11 2025 03:02 GMT
#108
HuK has been playing Beyond All Reason. I got to play in a lobby with him. 42 OS on small teams at the time of this writing.

:D
I am free because I know that I alone am morally responsible for everything I do.
Harris1st
Profile Blog Joined May 2010
Germany6989 Posts
September 12 2025 11:26 GMT
#109
On September 11 2025 01:29 RogerChillingworth wrote:
A game that very specifically is not made for people with no mechanics, and who have no desire to become mechanical, is one that will be memorable imo. It has somehow become uncool to make this game, and is perhaps seen as unprofitable. But I feel that this is the kind of counter-intuitive choice you need to bake into a rad new RTS to have it stand shoulder to shoulder with old Blizz games. Simply put, the OG version of E.T. where the cops had guns and not flashlights was just way better.

edit: btw not a comment on the scouring, just a random thought.


Battle Aces was rather unmechanical: F2 + A-move somewhere every 10 seconds.
But that wasn't the solution either
Go Serral! GG EZ for Ence. Flashbang dance FTW
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
Last Edited: 2025-09-12 15:12:22
September 12 2025 15:06 GMT
#110
lol. Yea I meant I think a mechanical game is the way to go. I rocked a double negative there.
Battle Aces is kinda interesting though because I think the idea of starting a game immediately and fighting a lot could work, maybe not for RTS but just in general, but then they just didn't make combat interesting. So they got rid of all the mechanical macro stuff, to be left only with micro, and then micro was just a-move blobs of units. Very odd indeed. They just needed to do the one thing they were trying to do well. Durrrr. Like is it really this hard or are devs really this poop.
Also kind of what I'm saying though. I feel like people aren't making mechanical games, or interesting games, because increasing the potential skill cap between 2 players means one person can epicly shit on the other, and that makes new players feel bad..or something. Really dumb if true. I even heard people complain that Battle Aces was only for sweaty hardcore players. Like are these people trolling? IDK man. Feel like the only way to silence the oceans of criticism about your game one way or the other is to make something that is simply a blast to play. And I am also a strong believer that hard or mechanical games can be very fun.
qwerty4w
Profile Joined January 2024
53 Posts
Last Edited: 2025-09-12 16:42:37
September 12 2025 16:24 GMT
#111
Battle Aces is still full of stutter stepping, it's not something anyone who doesn't like StarCraft style micro would want to play.

There are properly designed low apm RTS like Line War, Kohan, RUSE, Majesty, Sins of a Solar Empire etc. Basically if low apm is your design goal, you can have some good QoLs in the game's UI, or some fundamental limitations on unit controls, or you can deliberately make the units unresponsive, or give the units some good automatic behaviors. It's usually some combination of these things.
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
Last Edited: 2025-09-12 17:00:06
September 12 2025 16:46 GMT
#112
Low APM RTS is fine obviously. I just feel like the people who are trying to continue the lineage of Blizz RTS, or be in conversation with SC, shouldn't shy away from designing a mechanical and difficult game. But you could debate that one forever I guess. Just need solid examples that prove it one way or the other.
In terms of stutter step micro, it really is a Star2 thing, less of a Brood War thing. There are lots of blurry edges to the term “stutter step” obviously, as it can just mean being economical with movement and attacks, which is encouraged in any game, but Star2 amps it up to a pretty insane degree. It's a huge can of worms, but in my mind, with some exceptions, the Star2 style of micro is actually quite bad. Micro is never what I think of when I think of Star2, even if it does technically have a good amount of it. In my opinion the unit interaction isn't the best.

edit: you can absolutely make the argument that starcraft 2 micro, stutter step or otherwie, is plentiful and great. You could bring up marine splitting and caster management and setting off widow mines with lings before engaging and all that. So it's wrong to say that Star2 is just stutter step, and that's why it's a huge can of worms. Maybe it comes down to feel and what people find fun. To me, the Star2 shit was always less fun than the Star1 and Warcraft 3 shit, but I am also speaking as a more casually-competitive player, not a hyper-competitive player by any means.
But also, I feel like there is more potential in micro of Star1 and War3 to be fun for lower apm players. But this is my feeling.
This shit's just so subjective. I'm ranting at this point, but you can argue it either way.
ScoutWBF
Profile Joined April 2005
Germany627 Posts
September 12 2025 18:46 GMT
#113
On September 13 2025 00:06 RogerChillingworth wrote:
lol. Yea I meant I think a mechanical game is the way to go. I rocked a double negative there.
Battle Aces is kinda interesting though because I think the idea of starting a game immediately and fighting a lot could work, maybe not for RTS but just in general, but then they just didn't make combat interesting. So they got rid of all the mechanical macro stuff, to be left only with micro, and then micro was just a-move blobs of units. Very odd indeed. They just needed to do the one thing they were trying to do well.



Dudes should have just copied Z.
Macro is auto production, you just need to select the unit you want to build in each factory.
To get an advantage, you need to get as many zones to ramp up production facilities and lower the production timer.

It would have worked so well with what they were trying to do.
Outside of deck building and microtransactions from buying units :')

Harris1st
Profile Blog Joined May 2010
Germany6989 Posts
September 15 2025 13:29 GMT
#114
On September 13 2025 03:46 ScoutWBF wrote:
Show nested quote +
On September 13 2025 00:06 RogerChillingworth wrote:
lol. Yea I meant I think a mechanical game is the way to go. I rocked a double negative there.
Battle Aces is kinda interesting though because I think the idea of starting a game immediately and fighting a lot could work, maybe not for RTS but just in general, but then they just didn't make combat interesting. So they got rid of all the mechanical macro stuff, to be left only with micro, and then micro was just a-move blobs of units. Very odd indeed. They just needed to do the one thing they were trying to do well.



Dudes should have just copied Z.
Macro is auto production, you just need to select the unit you want to build in each factory.
To get an advantage, you need to get as many zones to ramp up production facilities and lower the production timer.

It would have worked so well with what they were trying to do.
Outside of deck building and microtransactions from buying units :')

https://youtu.be/cJXciXl3DTs?t=42


Oh the memories. Z was awesome!
Was just googling it and noticed there is a steam version of it now for 6.99
Goddammit I think I need to buy that
Go Serral! GG EZ for Ence. Flashbang dance FTW
ScoutWBF
Profile Joined April 2005
Germany627 Posts
September 15 2025 14:59 GMT
#115
https://zod.sourceforge.net/

You can also play it for free with ZOD Engine
Yurie
Profile Blog Joined August 2010
11914 Posts
Last Edited: 2025-10-25 19:55:21
October 25 2025 19:30 GMT
#116
Was watching a video about gamer trends and it is a discussion about how strategy has decreased as an interest for gamers. Which thus would decrease interest for RTS games. Which aligns with what people often say here. Based on "The Quantic Gamer Motivation".



I think the point made about strategy needing to be different and often is included in larger titles might remove attention from RTS. You have more competitive games pulling parts of the audience from RTS. RTS doesn't succeed well in the coop sphere so you had the Dota clones pulling massive chunks out of the audience. Then you have the plorifilation of various sim games pulling the pure strategy people out.

Behind you get the ones that match the best with the genre when there is stiff competition that fits other people's reason for gaming better. Something like Fire Emblem ticks most of the same buttons an RTS does for me now that I don't really bother with PvP.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16883 Posts
Last Edited: 2025-10-25 20:24:29
October 25 2025 20:19 GMT
#117
a large factor in the early 90s RTS surge was that it was on the cutting edge of tech. a few years prior it was only possible to play a game like DOOM with very few fighting units.

by 2004, once many people could easily join low latency games together that became the cutting edge of tech and DOTA replaced RTS which could be played with just 2 poeple having a low latency connection.

part of what made DOOM//Wolfenstein popular was the state of tech made it just barely viable. a few years earlier a DOOM type game was not feasible.

the buzz of being able to employ new tech helped fuel the demand for new genres from the 70s until about 2015.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
RvB
Profile Blog Joined December 2010
Netherlands6248 Posts
Last Edited: 2025-10-26 06:33:19
October 26 2025 06:32 GMT
#118
On October 26 2025 04:30 Yurie wrote:
Was watching a video about gamer trends and it is a discussion about how strategy has decreased as an interest for gamers. Which thus would decrease interest for RTS games. Which aligns with what people often say here. Based on "The Quantic Gamer Motivation".

https://www.youtube.com/watch?v=H0FmLGhF8fc

I think the point made about strategy needing to be different and often is included in larger titles might remove attention from RTS. You have more competitive games pulling parts of the audience from RTS. RTS doesn't succeed well in the coop sphere so you had the Dota clones pulling massive chunks out of the audience. Then you have the plorifilation of various sim games pulling the pure strategy people out.

Behind you get the ones that match the best with the genre when there is stiff competition that fits other people's reason for gaming better. Something like Fire Emblem ticks most of the same buttons an RTS does for me now that I don't really bother with PvP.

I dont think so. The audience for RTS (and strategy in general) is still there. Most of the remasters of rts games are very successfull. I think RTS mainly suffers from opportunity cost. For instance, sc3 would sell very well but returns on developing WoW are much higher. And for strategy gamers there are plenty of alternatives to RTS. I'll just play Total War or EU4 instead.
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
Last Edited: 2025-10-26 12:31:54
October 26 2025 07:46 GMT
#119
RTS could use some modifications, not only because people's tastes have generally slid more in the direction of MOBA but also because it could just use some phat rims man.
I don't see the point in building a hyper-traditional RTS in 2025, but what you change is the key that I think a lot of people will get wrong, and have gotten wrong recently. That isn't to say you can't have units that resemble dragoons or tanks or shuttles or whatever, but following the old script to a T where we send our dudes to mine minerals and ascend a linear tech tree while amassing an army of dudes that shoot pellets is probably not it. We have the best versions of those games and unless we want to remake them you have to start thinking outside the box without breaking it.
Certainly, to say the strategy audience isn't there or people don't care about the genre anymore is a bad take.
gerdgfdfga
Profile Joined October 2025
4 Posts
October 26 2025 08:33 GMT
#120
On October 26 2025 16:46 RogerChillingworth wrote:
RTS could use some modifications, not only because people's tastes have generally slid more in the direction of MOBA but also because it could just use some phat rims man.
I don't see the point in building a hyper-traditional RTS in 2025, but what you change is the key that I think a lot of people will get wrong, and have gotten wrong recently. That isn't to say you can't have units that resemble dragoons or tanks or shuttles or whatever, but following the old script to a T where we send our dudes to mine minerals and ascend a linear tech tree will amassing an army of dudes that shoot pellets is probably not it. We have the best versions of those games and unless we want to remake them you have to start thinking outside the box without breaking it.
Certainly, to say the strategy audience isn't there or people don't care about the genre anymore is a bad take.

RTS had every kind of modification possible. Its all been done in the past. The only modification that worked out was DotA, everything else fizzled away.
And im not talking about Mods itself. Developer tried all kind of variations of gameplay
Qikz
Profile Blog Joined November 2009
United Kingdom12023 Posts
Last Edited: 2025-10-26 09:45:39
October 26 2025 09:44 GMT
#121
Hot take but I think more RTS need to release without catering to try and make something into an esport. Not everything neesd to be an esport. I think the focus on these recent big RTS games (Stormgate, Battle Aces and what not) and what's ruined them is their inability to do anything but design games that need to be 100% balanced so their can be tournaments and what not. The more you try and tinker with balance the more likely you get in an endless loop of balancing out anything fun or toning everything down far too much which is eventually what killed SC2 by the time HoTS came out for me. When you start overbalancing everything the factions start losing their differences and the game overall just becomes boring.

Tempest Rising as far as I'm aware was made as a fun game first, much like how Broodwar back in the day was and of all the recent RTS games I've played that's been easily the most fun newer RTS game I've played in forever. Tempest Rising for the most part is hyper traditional as well.

RTS games just need to be fun, if they're fun and people like them; like fighting games eventually people will want to take it more seriously and play more. That shouldn't be the goal from the offset. By making something to try and give birth to an esport you're either going to make the game less fun overall or you're putting all your eggs in a basket that for the most part isn't going to work out. You'll end up wasting a load of money trying to get bigger streamers in the RTS field to play your game and for other reasons as well. Most of the big esports games now were all birthed decades ago; or they're basically copies of something that was birthed decades ago (see League being a clone of DOTA1). None of those games were designed to be played competitively, it just happened in the end as they ended up being good games.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
iopq
Profile Blog Joined March 2009
United States992 Posts
Last Edited: 2025-10-26 11:18:08
October 26 2025 11:17 GMT
#122
On October 26 2025 18:44 Qikz wrote:
Hot take but I think more RTS need to release without catering to try and make something into an esport. Not everything neesd to be an esport. I think the focus on these recent big RTS games (Stormgate, Battle Aces and what not) and what's ruined them is their inability to do anything but design games that need to be 100% balanced so their can be tournaments and what not. The more you try and tinker with balance the more likely you get in an endless loop of balancing out anything fun or toning everything down far too much which is eventually what killed SC2 by the time HoTS came out for me. When you start overbalancing everything the factions start losing their differences and the game overall just becomes boring.

Tempest Rising as far as I'm aware was made as a fun game first, much like how Broodwar back in the day was and of all the recent RTS games I've played that's been easily the most fun newer RTS game I've played in forever. Tempest Rising for the most part is hyper traditional as well.

RTS games just need to be fun, if they're fun and people like them; like fighting games eventually people will want to take it more seriously and play more. That shouldn't be the goal from the offset. By making something to try and give birth to an esport you're either going to make the game less fun overall or you're putting all your eggs in a basket that for the most part isn't going to work out. You'll end up wasting a load of money trying to get bigger streamers in the RTS field to play your game and for other reasons as well. Most of the big esports games now were all birthed decades ago; or they're basically copies of something that was birthed decades ago (see League being a clone of DOTA1). None of those games were designed to be played competitively, it just happened in the end as they ended up being good games.


Brood War was balanced by being imbalanced. Dark Swarm is almost unbeatable, but irradiate is such a bullshit spell that it can kill a lurker in one shot

It creates a situation where everything can feel strong as hell, on both sides of the matchup. Then you discover a way to beat it and crush, until you meet a more skilled guy who feels imba as hell with his counter strategy. Like 973, I can often get way ahead with it vs. my MMR opponents, then I tried vs. Dewalt and he barely made any cannons and I still couldn't quite kill him. Then he plays vs. Koreans that kill him with it because they are even more precise with their timings and micro.

It's like an endless spiral staircase where you re-discover how imbalanced a strategy is and then meet even more skilled opponents who can counter it even better.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16883 Posts
October 26 2025 12:56 GMT
#123
On October 26 2025 18:44 Qikz wrote:
RTS games just need to be fun, if they're fun and people like them; like fighting games eventually people will want to take it more seriously and play more. That shouldn't be the goal from the offset. By making something to try and give birth to an esport you're either going to make the game less fun overall or you're putting all your eggs in a basket that for the most part isn't going to work out. You'll end up wasting a load of money trying to get bigger streamers in the RTS field to play your game and for other reasons as well. Most of the big esports games now were all birthed decades ago; or they're basically copies of something that was birthed decades ago (see League being a clone of DOTA1). None of those games were designed to be played competitively, it just happened in the end as they ended up being good games.

I think you need to make a game that is great fun and then let the community modify the rules around the game to turn it into a esport if they so choose. Many games made in the 90s have been turned into esports and continue to have a competitive scene around them to this day.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
Last Edited: 2025-10-26 12:58:12
October 26 2025 12:57 GMT
#124
It's true that people have forgotten the most important ingredient. I think the conventional thinking is that RTS has to be huge, and so the production of the genre is gatekept by industry vets with the pedigree to get investment cash, and those people seem to make games that are less fun than the ones people with no experience are making.
The way I look at it, a RTS only needs a few things: to be top-down, with an economy aspect and multiple units and, as Qikz puts it, to actually be fun. Everything else is fair game, including ideas that can be tackled by much smaller teams. What you choose to put in or leave out of your game might determine its success but there's no wrong way, and we've seen virtually no real experimentation. Trust me, my dudes, I alone have sketched out a number of concepts people haven't touched yet. Pathways are infinite. We have seen such a small fraction of the potential of RTS, and MOBA too.
Some shit will always be carried over from StarCraft and Warcraft, and rightfully so. But just enough to hold the thing together and remind people of what they're playing and what they loved about their childhood. But you backfill that shit with innovations that make the genre more fun to play and give it a much needed coat of paint. The issue, as we've seen, for any number of reasons, is modern efforts not carrying over the correct stuff, or leaving out the good stuff altogether, but also not innovating in ways that make the genre more interesting or, crucially, more fun to play.
People are iterating on the hotdog without realizing it. It's like they don't know about all the delicious cuisine that rightfully makes their dick sandwich look like a shitty snack.
RogerChillingworth
Profile Joined March 2010
Chad3063 Posts
October 26 2025 14:41 GMT
#125
On October 26 2025 21:57 RogerChillingworth wrote:
The way I look at it, a RTS only needs a few things:


Just to add that I do think a great RTS needs to build its own unique software that makes the special things in the game possible and stand apart. This is just my opinion and I won't declare that not having it means your game sucks. However, I think it's a pretty necessary component to making something special. That said, while it might be hard to find someone capable and willing to do that on a smaller budget, or no budget, it still doesn't require a huge team imo. Maybe brass nuggets and yardstick sauseej tho.
Harris1st
Profile Blog Joined May 2010
Germany6989 Posts
5 hours ago
#126
On October 26 2025 17:33 gerdgfdfga wrote:
Show nested quote +
On October 26 2025 16:46 RogerChillingworth wrote:
RTS could use some modifications, not only because people's tastes have generally slid more in the direction of MOBA but also because it could just use some phat rims man.
I don't see the point in building a hyper-traditional RTS in 2025, but what you change is the key that I think a lot of people will get wrong, and have gotten wrong recently. That isn't to say you can't have units that resemble dragoons or tanks or shuttles or whatever, but following the old script to a T where we send our dudes to mine minerals and ascend a linear tech tree will amassing an army of dudes that shoot pellets is probably not it. We have the best versions of those games and unless we want to remake them you have to start thinking outside the box without breaking it.
Certainly, to say the strategy audience isn't there or people don't care about the genre anymore is a bad take.

RTS had every kind of modification possible. Its all been done in the past. The only modification that worked out was DotA, everything else fizzled away.
And im not talking about Mods itself. Developer tried all kind of variations of gameplay


That's not true at all. You have your auto battler, your auto chess, your tower defenses and a whole lot of other stuff who took a part of classical RTS and made a game out of it.
Go Serral! GG EZ for Ence. Flashbang dance FTW
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