Original Post
I've been thinking a lot about taking a slightly different approach to the RTS interface lately, with the goal of coming up with something that gives the player a high degree of flexibility, whilst being scalable enough to cope with both small and large numbers of units. It also has to be accessible, and maintain the feeling of control for the player. Anyway, the other day this idea popped into my head - the idea of strategic markers. Strategic markers are objects that can be placed by the player anywhere on the map, or even attached to units or buildings. These objects act as hints to the unit AI which will cause it to act in a certain way - meaning that with careful placement of markers and units, the player should be able to rely on the AI to do more or less what he wants it to, without having to manage every single unit at the same time - although he is free to manage any/every unit if he wants to. In some cases, units can be assigned directly to a marker using the standard point and click interface, which gives them a primary mission - this mission takes priority over any other markers nearby. You can create and destroy markers at any time, and you can only see your own markers on the map. There can be different types of marker. Here's a few basic ones to get started: Objective Marker: Some of these maybe hardcoded into the level, but the player is free to define others as he sees necessary. There are three types of objective marker: Kill, Capture, and Protect. These can be assigned to any terrain, unit or building. Area Denial Marker: This marks an area of the map that you don't want the enemy to enter, but don't necessarily wish to occupy yourself. Units will use suppressive fire on any enemy units attempting to cross this section of the map. Artillery is particularly effective for area denial, and can defend areas well out of their line of sight by continually bombarding them. Exclusion Marker: This marks an area of the map which you really don't want your men to enter, for whatever reason. The pathfinding AI will avoid these areas like the plague. Landing Marker: This marks a landing zone for dropships with reinforcements. The type of reinforcements you can drop in depends on what terrain the marker is on, and whether the marker is considered secure or not (i.e is it reasonably safe to land a big transport and roll off a few tanks there, or is it going to be a quick infantry drop and run?) So: What do people think about this approach? Any comments or improvements? Any additional ideas for marker types?