I can't both manage my base and command an army, it's just too complicated :kitty-cri-screm:

  • blobjim [he/him]
    ·
    2 years ago

    RTS games need to lean into being a sort of programming/scripting game where you can build up larger and larger groups of buildings and units to manage, so it's more about organizational skills. Most RTSs seem to just have like unit grouping, rectangle select, patrol, and stuff like that. Ideally you should never even need to tell your units to move around the map.

    • dat_math [they/them]
      ·
      2 years ago

      Ideally you should never even need to tell your units to move around the map.

      That ruins like 60% of the fun of starcraft

    • unperson [he/him]
      ·
      edit-2
      2 years ago

      Mindustry has this. You can program your units with computer blocks, they do 120 instructions / second and if you need more you have to pay more resources or progam synchronization between several computers.

      And the units not only do combat but there are several classes, some can haul resources inside your base and most of them can build, you need to program all that in a shitty assembly-style language.

    • StellarTabi [none/use name]
      ·
      2 years ago

      I feel like this doesn't really scale, eventually you just have "top scripts" and everybody pastes them into the box or memorizes them.

      A game where players continually iterate on their AI script, then send the latest build of their AI to 1v1 someone else's AI, is probably an interesting next generation RTS.

      • blobjim [he/him]
        ·
        2 years ago

        It would hopefully be more of an arms race type thing. If you're using a standard strategy it would be vulnerable to non-standard ones or anything a player does out of the ordinary.

    • bigboopballs [he/him]
      ·
      2 years ago

      Dwarf Fortress has a surprising amount of support for that kind of thing