Original Post
I thought I'd start this thread to air a few ideas on how to improve the RTS genre, which IMHO needs a fair bit of improvement. Besides, I thought people might like a break from discussing RPG's..
1. Why do people tank rush?
Most RTS's fill the pattern of "get some defences up, advance till you can build the best unit, then build squillions of them and wade into the enemy". Absolutely no strategy here at all, and I have never played an RTS where this kind of play isnt dominant. Why does this happen?
a)Micromanagement is tedious and difficult
Micromanaging units is pointless, so I dont think we should even try. Units should by default operate in groups, a la Ground Control / Shogun
b)Coordinating cunning strategies is too difficult
I always get the feeling that implementing a cunning plan is usually a lot of hassle, and the benefits simply arent worth it - in the end you might as well just bunch up a gigantic clod of troops and send them all in in one go, and swamp the enemy with numbers.
c)Troops have little or no value
Most players dont give a damn about their units - they just send them in and if they die, who cares? They just build some more. Unless of course, they have run out of resources, in which case they are doomed anyway. I recently played a (custom) starcraft map where I had 8 seige tanks at the start of the game, but I was unable to build any more, since they had been banned on that level. Suddenly those 8 seige tanks were incredibly valuable - just losing one was a tremendous blow. Therefore there must be some way of making the player want to conserve his units.
d)Dominant/Dominated units
A lot of RTS's go on about the huge variety of units in the game. Some boast about units that you can design yourself, giving you billions of possible combinations. But if all but two of these combinations are completely crap and pointless, what is the point in the other 999,999,998? There isnt any point, and you might as well do away with them. So once the player discovers which units are worth building, he just builds as many of those as he can. If you forced the player to use a variety of units, then he would be forced to think a bit more about his attacks. I think its worth looking at how table top games balance this sort of thing - take warhammer as an example. Your army list will have certain restrictions, eg "you may only have one cannon per unit of guardsmen" or "You may only have one unit of knights in your army". Although slightly false, it does prevent the player from abusing the more powerful units.
e) Lack of intelligence
By lack of intelligence, I dont mean the player is stupid, I mean he doesnt have enough info about the enemy and the terrain he is fighting over to make sensible tactical decisions, (unless that is, he buggers around building 'scout units' and explores the map, which to be honest, is tedious, and shouldnt really be necessary. Certainly in a modern/futuristic setting, it is absurd to think that the players forces dont have access to decent maps of the terrain. If people knew what the enemy was doing, they would be able to formulate strategies to exploit weaknesses. A tactical enemy would be aware that there might be weakspots in his defence, and try to work around/hide them, whereas a stupid enemy would ignore his weaknesses and leave himself vulnerable. And lose.
Heres my idea... Instead of the standard "mine ore, build barracks, build men" style of game, how about something a bit different. Lets say you have a village with a given population. A certain proportion of these people will sign up, and become military units. However, not all people are cut out for all roles, some people may not make very good knights, but might be good at archery, others are just talentless cannon fodder and end up in the guard. Whether the player likes it or not, he ends up with these units which he might not have bothered building otherwise. The percentages of people signing on could by decided by a series of dynamic factors, for example, if your knights get all the glory, then lots of people will want to be knights. But if knights take heavy casualties, people will be less keen. Hence your army will evolve according to your style of play. Of course you can still tank rush, but it will prove a lot harder to win in the long run, since it is such a wasteful tactic. Also, I think that infantry can be made more useful by giving them the ability to occupy buildings. This not only provides them with considerable protection, but it also denies the building to the enemy. I think that controlling buildings is probably more valuable than blowing the shit out of them anyway. Finally, I propose doing away completely with the fog of war concept, and giving units sensible sight ranges based on their vertical elevation (making high ground suitably valuable) In a modern/futuristic game, perhaps you could also have a satellite that updates every so often (as it orbits the planet) revealing the enemy's current positions (well, those that could be seen from the air anyway)
2. Crap Air units
Aerial units are a tough thing... They are very fast, very powerful, and very difficult to balance. I'd be inclined to avoid them completely (ie do a medieval/fantasy setting to completely sidestep the problem, but while I am here I might as well have a go at sorting them out)
Basically air units tend to be a bit crap - they hover around unrealistically, they are either stupidly limited or ridiculously powerful. Yet while getting air superiority is a very important step in any modern/futuristic combat, it is not the end of the battle. Air units should be powerful, but they should not be so good that you can win a game with air units alone...
Air units come in four basic flavours: fighters, bombers, multirole, and assault. You can probably add a fifth - support - but Ill ignore that for now. Fighters are the F15's, the interceptors. They are very effective at taking out other air units, but they arent really designed to take out ground units or buildings - they can, but they generally carry a small payload and therefore are very limited in the amount of damage they can do. Bombers (B52's etc) on the other hand, are virtually useless against other air units, and too slow to be of much use against specific ground units. Instead, these things attack a fixed area.... anything in that area basically gets the crap blown out of it. But these guys will always lose in a fight against interceptors, and are likely to take heavy losses from any anti aircraft weaponry they might be flying against. Multirole fighters (the F111's) are kind of halfway between fighters and bombers. They can dogfight (but not so well) and they can bomb (but not so well) - useful because of their versatility. Finally, assault craft are the A10's and apache gunships. These are primarily used to attack enemy units, and are designed to be bloody tough.
I see the air units being used in a completely different manner to ground units. Every aircraft type has a range (based on fuel - bombers have a long range, multiroles have a medium range, fighters and assault craft have a short range). Maybe an icon appears at the bottom of the screen, telling you what units are in range given your current location. You can then select the unit by clicking the icon, and select a target, and the air units will immediately scramble to attack. A few moments later, the air strike occurs, and then the units return to base ready to reload (may take some time). Interceptors would automatically accompany bombers provided they are in range, and would automatically scramble to attack any other air units entering their range.
Hmm. That'll do for now I think...
Edited by - Sandman on April 28, 2001 7:29:56 PM