I've been trying to generate ideas on how to prevent the clickfest of an RTS and provide a better pacing.
So, assuming classic RTS gameplay (basebuilding, resource, etc.), in addition to that, I propose:
1. Pre-planning or (actual) strategy phase
In real warfare, there is more planning than simply just going down on the battlefield and hoping for the best (which is tactics, not strategy).
So taking a cue from board games and the like, a pre-planning phase would go a great length in the strategic aspect of an RTS. So, your opponent can plan out his moves, and you can plan out yours, before gameplay starts, giving each equal ground.
I would equate this as having a pre-planned opening in chess.
What can go into a phase, perhaps?
A. A predetermined base architecture/structure layout
With basebuilding in current RTSes, often, it is part of a reactive action. You have a build order you have to build, and if you spend too long placing units here or there, you forget to build proactively.
So instead, how about planning the base layout in advance? Like in real warfare?
Prison Architect has a function where you can place tiles to plan out where you want to build future structures while pausing the game. So something like that.
So instead of worrying whether you can click faster than another player to build a power plant or two, have the planned ahead.
And, if a base layout is good enough, saving and loading base layouts might be a thing.
B. Pre-determined build orders
Like base layout, why can't the build orders also be pre-planned?
If your strategy is based on pumping out several units of the same type, say, siege units, or whatever, why not just have it set in the beginning and automated?
So instead of having the reaction immediate, an opposing player can plan to be in a defensive position instead. But most importantly, both are prepared to win (or fail), equally.
It might just involve setting up sliders or toggles for each unit.
C. Pre-determined scouting/attack routes
So, once structure and unit build order is done, why not attacks and scouting?
Once the pre-planning phase is done, the AI will automatically build your custom layout in the order and optimized. So whatever advantage you have clicking fast will be nil.
Games with a waypoint mode like Red Alert 2 is sort of like that. Except this will happen before gameplay starts.
Now, I'm not saying throw away all the micro. I would think a commander can override the macro orders. But planning ahead would be advantageous.
Games with a waypoint mode like Red Alert 2 is sort of like that. Except this will happen before gameplay starts.
Now, I'm not saying throw away all the micro. I would think a commander can override the macro orders. But planning ahead would be advantageous.
But if we want to extend it to the realtime gameplay:
2. A staggered or modified command system
A. Action points?
This might make an RTS a bit more turn-based. But just a bit.
We know in TBS games that there is such a thing as action points that limits actions per turn.
So, can something like that be applicable to an RTS?
How about something like a limited amount of clicks per minute or some sort?
Might be some balance issues there, and definitely a lot of RTS players might get annoyed, depending on how it is implemented.
B. More generalistic/macro actions
In real warfare, you can't really micromanage your soldiers too much. Most of the time, commanders give a sort of general command.
The Majesty games has it where you pin a flag on the ground and reward bounties to heroes or such that take up the call to arms. A general macro attack command might work that way.
It might take better AI for other actions. A general command to improve economy (compared to microing harvesters) might take building and commanding harvester units, building more refineries, etc. Apparently, Distant Worlds does a good job.
C. Ability to order while pausing games
This will really only work for single player games, unless the pause is mandatory for all players. And this has already been done in some obscure RTS games I don't remember the name of. But the ability to give orders while pausing can give players a breather.
Maybe pausing can also switch to the planning mode I proposed. So once paused, you can do more build orders, structure layouts, and attack formations.
If there is mandatory pausing for multiplayer games, it might take the form of a turn-based game where you are given 15-minute (or so) bursts of real time activity and then a mandatory pause for planning mode.
In Conclusion:
These are just some solutions I propose to prevent RTS games becoming clickfest. Will they be effective? Well, it depends.
C. Ability to order while pausing games
This will really only work for single player games, unless the pause is mandatory for all players. And this has already been done in some obscure RTS games I don't remember the name of. But the ability to give orders while pausing can give players a breather.
Maybe pausing can also switch to the planning mode I proposed. So once paused, you can do more build orders, structure layouts, and attack formations.
If there is mandatory pausing for multiplayer games, it might take the form of a turn-based game where you are given 15-minute (or so) bursts of real time activity and then a mandatory pause for planning mode.
In Conclusion:
These are just some solutions I propose to prevent RTS games becoming clickfest. Will they be effective? Well, it depends.
On one hand these could be interesting ideas, that could really shake up how this genre works. On the other, I feel that, unless we want the game to either grind to a near halt with constant pausing, or morph into something unrecognizable, we'll need to put up with some sort of time pressure. I've seen games where it is minimised such as the Total Annihilation lineage, where the scale of the game and flow based economy means one tank out of place isn't that bad, and your production can be paused and switched around. Supreme Commander is still considered a benchmark in easy to use UI and sheer amount of features, from the strategic zoom, to unit icons and transports automatically picking up units from the factory they're assigned to.
ReplyDeleteI suppose part of it (much as I might hate to admit) is that the hardcore crowd has somewhat rubbed off on me when they say a certain amount of micromanagement can be fun. I know you said you didn't want every game to be like this, and maybe I'm overreacting, but I think that a game has to have a certain amount of stuff for a player to do so it can be engaging. These sound like interesting ideas, but it feels like they would be a massive change; for one the players in planning mode would need to have some sort of map of their base area, unless the devs could make a good reaction from the game to a tower sharing the same space as a cliff. I could see such a thing as having markedly more factors to balance than a conventional rts... hmmm...
Interesting ideas for sure.