Murto the Ray wrote: ↑Fair observation, thats probably the biggest change and was made to stop OpenRA being a spamfest like the original games.
I'm having trouble with this one. The biggest change is that units and armies are build faster... And this prevents spam? Isn't the point of spam building as much as fast as possible, and spamming is sooo much easier if you can build units at high speed?
Murto the Ray wrote: ↑Well build orders (memorization of build queues) are just a method of getting the units you want out on the field, they are memorized and refined because there always exists an optimal method of getting as many of whatever units are in your army composition as possible. Any interaction with armies and units is defined as tactics, not strategy, unless the army's action makes a difference over the course of the whole game (a timing attack for example). Its the execution of a player's build order (strategy) combined with their army tactics (micromanagement) that makes a good player. and removal of build orders makes a Real Time Strategy game into a Real Time Tactics game.
I think you misunderstood me.
Let's draw a comparison to some of the simplest of turn-based games as an example: Chess for instance. In chess there's no managing a queue, there's no micro management. Purely the placement of the units to gain an advantage. More developed turn-based games also focus on the placement, use of the environment and management of the abilities and capabilities of your characters. We even see it in lots of shooters, where rather than managing things it's your placement combined with use of the environment that can make or break you.
But in just about any RTS it's less about commanding units, using the environment and positioning, most RTS's are about looking for
mathematical advantages by moving damaged units beyond enemy reach so either the enemy spends time moving and not shooting or your damaged unit stays alive longer and keeps your DPS higher for a longer time. And that's basically 80% of the 'micromanagement' right there! The remaining 20% is focus-firing on units to prevent that type of micromanagement from happening.
That's not what I see want out of RTS's! Some mathematical advantages to be gained is important for the gameplay without question and shouldn't be removed from the RTS at any point, but it's so important that you can ignore unit positioning and use of the environment in most games and basically just command a bunch of units to attack and purely win based on better just the mathematical advantage of your units, rather than micromanaging their position and abilities for an advantage.
In short: A part of the game's battles and build phases should be about management of queue's and getting mathematical advantages, but an equally large part (or even a greater part!) can be taken by actual strategy.
There's no reason why a battle (or entire games) should be decided by the one who can micromanage the fastest. There's massive amounts of room for battles to be determined by the player with the most strategy and tactics. I would much rather fight battles where every player only needs to give commands two or three times rather than 300 commands, as long as the timing and effect of those commands each have a huge effect on the battle.
Murto the Ray wrote: ↑Not sure this would make much difference to the game since scouting can usually reveal things that the enemy is doing that means you have to change some of the buildings you build which makes your system cumbersome to use if you constantly need to adapt. But i may be wrong, it really depends on how such a feature would be implemented and it would be great if you could expand on this.
Consider how most RTS's play out currently. You have to divide your time across a bunch of game elements, from managing scouting to keeping up-to-date with all parts of the area you control to managing queue's and building/unit placement. Most tactics for building a base are basically "dump powerplants/special building at the back of your base, dump production facilities wherever they fit and the defensive structures somewhere along the entrances of your base". There's barely any time (or uses) for planning your base ahead of time, placing things in ways to avoid certain attacks or strengthen yourself against a type of unit, while possibly leaving you open to another unit type or attack. That also makes 'scouting' more about 'finding a weakness' rather than just 'oh there's his base, that's some of his units I'll have to counter'.
There are already games that have similar idea's as I propose, although not as I would envision it. Supreme Commander (or Total Annihilation) allow you to have a different queue for each and every build unit, no matter if it's repairing, reclaiming resources, building structures or helping another unit out with a structure. This allows the player to first focus on building a base, and when combat begins he'll be certain his units won't be doing nothing when they finish but will continue to build what and how he wants. Reprogramming them, despite the volume of units with different queue's you can get in these game's, isn't that tough because it's easy and quick to queue a host of commands.
So... Why not for openRA games? They already are streamlining things, so why not try to make the game more about tactics and strategy rather than management of queue's which should be secondary to the game? The choice of what you queue is still yours, but you shouldn't have to pay a lot of attention to the queue's themselves for fear of your industry falling apart.
Murto the Ray wrote: ↑Actually the more units you have the less important micro management becomes since each unit has a smaller impact on an engagement. Micro becomes far more important when you are encouraged to save units since you don't have as many. Also, micromanagement during a battle makes quite a small difference compared to how the army is positioned before the battle begins.
Hmm yes, micromanagement becomes less important. Still, the mass and make-up of the army starts prevailing then, and any strategy or tactics is mostly based on "I'll have them run through a chokepoint".
Walls are a great example of what could be. Walls have an effect on the battle, and a noticeable one. Only specific units can fire over the wall, while others need to first penetrate it. This gives more choice in what units to bring with more depth than the rock-paper-scissors gameplay most RTS's seem to prefer. You can build units that can shoot over walls... These are usually artillery like units with weaker armor. Enemies can either meet that challengs and bring their own, or try to breach the walls quick enough to defeat the advantage.
But that's a tactic that can only happen in RTS's with walls, and only at player bases. Where's the environmental factors? Where's abusing mud to slow down units? Where's using tree's to become less visible and spring flanking attacks or keep your weaker units safe while they use friendly vision to fire? Where's using urban combat beyond "hey now I can dump some units into a building"? These elements aren't strange to RTS's, each and every single one has been part of some RTS, but rarely ever in a capacity that players could get a strong advantage out of being the best in maneuvering his units through tight urban environments or using environmental tree's and slower roads to beat your enemy.
Maybe I'm barking up the wrong tree here and want to change TS to something it's not just because I have gripes with RTS's in general, but still, some of it will definitely improve the gameplay.
Murto the Ray wrote: ↑Its really hard to see what side of the fence you are on here. You talk about slow army building being bad but at the time saying that fast army building is bad. OpenRA already accounts for a middle ground where production buildings have a smaller increment in unit production so it doesn't spiral out of control like in the original games so its hard to see what you're trying to convey here.
What i mean is:
Too slow games, especially in todays industry, are bad. Having too high a pace to unit building makes units and strategy unimportant as managing queue's and throwing more units against the problem becomes the deciding factor, which is also bad. A middle ground needs to be found. From the playtests I saw and how I played the current openRA games the unit production speed was amped up a lot, and I think perhaps too much. If there really is a way to stop it from spiralling out of control: Nice, great! Then everything I've said (and I know that's a lot already) about the production speed can be ignored.