- Joined
- May 14, 2019
I think micro is a cancer that killed RTS games. There's a small cult of people that play RTS and their genre is so autistic and off-putting it can't expand. Most importantly, it isn't strategic at all. It's bullshit busywork, athleticism (of that narrow reaction speed kind) that has no place in "strategy."
I've been enraptured with an idea for a while that RTS games ought to take a page out of Total War's book and have combat be between literal units (companies, platoons, squads, etc.) that look big on the map but are small, significant, have longevity. The exact opposite of disposable trash units. You have much more interesting tactical battles, and frankly, you have more interesting strategy too when the loss of a unit is significant. Company of Heroes actually comes fairly close to that with how retreating to heal is a real mechanic and how limited the size of forces is) that losing a squad is noticable.
If the classic "build a city" type RTS games had embraced that kind of design they would have been much better.
I've been enraptured with an idea for a while that RTS games ought to take a page out of Total War's book and have combat be between literal units (companies, platoons, squads, etc.) that look big on the map but are small, significant, have longevity. The exact opposite of disposable trash units. You have much more interesting tactical battles, and frankly, you have more interesting strategy too when the loss of a unit is significant. Company of Heroes actually comes fairly close to that with how retreating to heal is a real mechanic and how limited the size of forces is) that losing a squad is noticable.
If the classic "build a city" type RTS games had embraced that kind of design they would have been much better.