![]() But, I truly believe that is a fundamental property of RTS games (particularly online against other humans rather than AI). There seems to be some sentiment here that people want some slower games with less focus on how fast you can do things or timing attacks on your opponent (Zerg rush). I'm having trouble articulating this, so bear with me. So where do you guys think the genre can go in the future? Where would you like to see it go? Building nukes and other special weapons is usually an option, and battle is relevant in more places than just the land. These games achieve tech advancement from building beefier builder units, which come from upgraded factories. You can build mass/energy stores to increase your safety pool for when your economy dips. You can stack builders to decrease build time, but this also increases resource consumption rate. In terms of combat, these games are usually lengthy, with some units taking more than an hour in real-time to complete. If you spend more than you take in, your store of mass or energy eventually dries up and your build progress grinds to a sluggish crawl until you either suspend build orders or expand your economy. If you are taking in more resources than you are spending, all is fine. ![]() Energy comes from however many generators you build. Mass can only be collected from specific deposit points, which you build extractors on top of. However, resources are mass/metal and energy. Supreme Commander / PA style: Actually not too dissimilar too the Starcraft style, building mechanics are very much the same. Tech advancement still happens through building more advanced structures. ![]() You can use more than one production center to amass an army. Resource collection is much faster, and your resources operate like currency. These units can be produced from a "capital" building, and they may also collect resources from you. Starcraft style: Instead of a central construction yard to build your base from, you have building units which build structures in real time. Tech advancement happens through constructing more advanced buildings. Money is earned periodically by "harvester" units that collect some sort of valuable resource offload it at a refinery. Power is a constant resource that you either have an excess or shortage of, depending on how many buildings there are. You can only build one building at a time, train one type of soldier at a time, build one type of tank at a time multiple factories/barracks/construction yards does not change this. Completed buildings are placed on the map and appear in completed form immediately. You spend money to build a building, which builds "virtually", and money drains incrementally as you are building. You've got the vertical sidebar with your minimap, and a "building" column and "unit" column. ![]() Your mode of construction is some sort of "Construction Yard" building. I feel like most RTS titles can be classified into three main forms:Ĭ&C style: Pretty basic and straightforward. But then I loved it and thought it was a great representation of a good RTS game. I bought Supreme Commander when it was still pretty new, but the gameplay was so different for me that I initially stopped playing and didn't give it another try for a long time. From there I got into other C&C games, and Dawn of War. My first RTS game was Dune 2000, followed by C&C TibSun, and then Starcraft. Currently, I'm playing the Planetary Annihilation beta and I love it so far. I feel like the RTS genre as a whole has shrunk more recently, as we haven't had too many big RTS titles in the last few years. Hey guys! So after reading the thread about C&C getting the boot, I was wondering how you guys felt about the RTS genre as whole, individual games, or in what ways should it progress within future RTS titles? What do you guys like in RTS games, and what are, in your opinions, the better and worse aspects of the genre?
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