"All war is deception"

Tuesday, November 17, 2020

Individual Units or Squads or a Combo of Both?

In most older RTS games, you can only produce one unit at a time. The first "definitive" RTS game, Dune 2, had infantry as squads, but they weren't true squad units, because they were just a sprite/image of a squad, each sub-unit was not semi-independent.


Some newer RTS games let's you produce units as squads, such as C&C3 and Dawn of War. These squads when you select one unit in a squad, you select all the other units in the squad, they act as one unit with many sub-units. Each sub-unit had their own health and their own firing and were semi-independent.


Some have combinations of both. Starcraft has reactors where you can produce multiple marines at once. Of course, selecting multiple units make them in a sort of a squad. But that's not the default, of course, just that selected units sort of act like a squad. Carriers makes interceptors, so a carrier is basically like a squad unit.


I would like more squad units in more RTS games. But Blizzard RTS games are not known for squad units. If Frost Giant will stick to the individual unit philosophy, and have things like reactors and carriers to augment units, my preference is to normalize making batches of individual units from the very beginning. In a real war, (lower level) units come in batches, 10 at once, 20 at once, or whatever, not just a single soldier you train every so often. So instead of just training one marine in the beginning of the game and then cycle to the next marine, 10 will pop out the first training class. It will normalize massive firefights in the beginning like a real war, instead of a battle, to me, at least.

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