Since time began, RTS's have focused on micro and clickspeed over strategy. Simple and fast beats intricate and tactical every time. OpenRA could help boost overall strategy.
I don't get this. Tactics is entirely based around how you select and move units and removing that element would objectively make the game less tactical. Micro is almost synonymous with the term tactics from a battlefield point of view. The logical endpoint of putting the emphasis on strategy is Nexus Wars from SC2 (which also exists as a TD mod) and the endpoint of tactical emphasis is Dawn of War 2. Currently all the ORA mods have a balance between strategy and tactics that I think is more beneficial than tipping the scales either way.
As your practice inevitably improves over time,
- such as from examining replays and and taking hints from more advanced, more experienced commanders,
more of the actual strategical decision making:
- solid opening building orders, strategy adaptation and improvisation for each unique situation on the battlefield during each match, field-awareness/scouting, unit composition, changing plans quickly in response to your enemies activity, ect;
as well as hand-eye coordination, micro abilities:
- hotkeys, camera work, precision on selecting units, deciding vectors and timing of attack and defense during combat with each unit, flanks, game-sense, tactics;
with practice, those need a lot less time to execute.
your freedom - or time - to focus more on what you actually want to focus on, increases.
Its all about practice and choice: speed is fundamental, both for Strategical and Tactical aspects in any RTS.
In addition to Tactics and Strategy, id like to point out, that OpenRA is such an advanced remake of the Dune, CnC, RA, and other classics to come, exactly due to its ingame-mechanics, which make them so much more playable in the sense i feel you are trying convey:
Let me say what i mean by ingame-mechanics:
The game's support for how a lot of tasks actually are automated with the option of still being able to override those and control manually, if the situation so demands it:
- such as multiple tanks repairing automatically in sequence, choosing the nearest distance to your or your allies repair pad, the harvesters AI and forward-programming via shift-queue for the nearest path for harvest, way points for production facilities, shift queue orders for more complex, curved vectors of movement or attack for any unit, and many more... which have been improved significantly over the years, and make the game ever more exciting, as it as it grants you more time (besides your practice) to focus on the actual Battle and your choices.
I hope that helped.
Major Out -
The RA mod, from my experience and humble opinion - offers more emphasis on Strategy as compared to the TD mod, which is much faster paced and emphasizes precision and speed. So hopefully you can find the Mod more suitable for you.