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How would you save the RTS genre?
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How would you save the RTS genre?
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>>319789659
Maybe release a title?
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>>319790650
SC2 came out recently and was pretty solid gameplay-wise. Story-wise though...
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It cant be at this point. It's extinct and moba shits have taken over.
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Make them into FPS games
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>>319790845
>SC2
>recently
Fuck off.
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>>319791138
LotV came out like two weeks ago fagtron.
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>>319791293
>LotV
>counting expansion packs as full games
Fuck off.
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>>319791379
Nice reaction image fellow redditor :^). The expansion has more content than some regular releases, you would be a fool to not count it.
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>>319791689
>defends milking the fanbase with expansion packs instead of doing a full release with a new engine to implement some nice technology
Fuck off.
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>>319791689
>delaying content for the purpose of milking the consumer more counts as releasing a brand new game with almost completely new content
no
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>>319789659
>le it's all EA's fault meme

C&C was never that good of a franchise
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>>319792253
>C&C was never that good of a franchise

please leave
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Age of Empires 4
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>>319791908
>>319791379
>>319791138
haha epic reaction images fellow redditor ;p
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>>319793764
>so mad for being retarded that resorts to lebit boogeyman shitposting
Fuck off.
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>>319792253
Fuck off EA
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>>319792947
>>319794212
SC was so superior it's not even funny
even when compared to the newer Tiberian Sun
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>>319793764
>;p
reported.
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>>319792947
All these edgy kids anon-kun
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>>319792253
kill thyself
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>>319789659
The RTS genre is dead because it became about practicing build orders and CPM until your eyes bled and using cheese meta strategies that ruined (all of) the game(s).
Some companies removed as much micro as possible and made it about base building, and those games failed hard.
Some companies removed the autistic build orders and made RTTs and mobas and now rtts and mobas are the only real time strategy games that exist.

The conclusion here is pretty obvious, but the spergs who still cling to "classic" (read: esport trash) RTS games will never, ever be able to let go of their autism crutch and play a genre that favors intelligence and flexibility over repetition.
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>>319797164
But those classic games were fun! Not many people took the e-sports crap seriously, most people just like base-building, cheesy stories and fun gameplay. Besides, MOBAs are way more autistic than games like C&C ever were.
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>implying the genre needs saving
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>>319797702
this image is missing something
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>>319798106
You know very well what happens if anything else is shown.
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>>319794321
HERE
WE
GO
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>>319789659
make it BIG
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>>319794041
>boogeyman

hahah)))) 99% of us are ledditors btw :^^^)
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>>319798959
fuck no, that's one of the worst gimmicks i've ever seen. Big battles =/= good gameplay.
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>>319789659
Warcraft 4. With SC2 done and WoW looking like it'll actually "end", this is the right time. Those motherfuckers promised they'll consider it after SC2 is done!
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>>319789659
Something very different and fresh for the genre?

Maybe a Warhammer 40k game that's like a combo of Total War, Dawn Of War 2 with Supreme Commander scale?
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>>319799127
Fag
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>>319799253
I feel like SC is just too hectic and doesn't allow for many different playstyles. Like there are a number of things you need to check off before you do anything. Like making multiple bases and such. I feel like CNC always gave the player more choices in how they want to play the game and not just a mechanical playstyle. if you get the jizz of it.
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>>319799253
Blizzard sees how dead SC2 is, I very much doubt they will ever make another RTS
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>STOP
>REGENERATING
>RESOURCES
You know which RTS I'm talking about. Resources should be strictly finite so that games that drag on eventually become a push to control resources in the middle of the map. At least this would make it more interesting for casual games.

Frankly I couldn't care less about e-sports.
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>>319799127
>he saves leddit images
Fuck off.
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>>319798246
what happens?
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>>319799487
That's why I want Warcraft to come back. It is that same way. Instead of crazy hectic building orders Warcraft 3 allowed for varying playstyles (that is, after the initial "hero unit goes creep hunting along with some units to help him")

>>319799502
But that's Starcraft. Warcraft is at the moment their biggest franchise. The closest thing to a failure from Warcraft is Heroes Of The Storm, and if anything it's the Warcraft heroes from it that are popular and keeping it alive.
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>>319799624
You can do like AoE 2 and have two practically infinite resources, and then limited elite and specialty resources like gold and stone.
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>>319789659
> Depending on what the RTS would put emphasis on and how big it would be, make it still non-standard
> Put twists on the usual tropes and themes associated with them for some enrichment
> Make sure to release mod tools and a map editor
> Make it so the fanbase remains loyal by releasing actual DLC that offer something new instead of stuff
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>>319800942
>distant portuguese laughter
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>>319800942
>gold
>limited
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>>319800942
Except if you're playing a multiplayer game, in which case, gold is not infinite, and you may as well resign if there's a Spanish player in the enemy team.
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>>319800193
WE
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>>319801839
teamgames are for casuals, you can't trade in 1v1 (the only mode that matters)
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>>319799127

Absolutely disgusting
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>>319793078
yes
some of my ideas
>medieval era
>10-20 times more population, just because it looks better and because AoE isn't very micro-heavy to begin with that more units would destroy the formula
>various improved formation mechanics, shield-carrying infantry can form shieldwalls which grant actual numerical bonuses, pikes can form pike squares, cavalry can do big charge attacks by dragging right-click in a direction, etc
>terrain matters more, swamp slows down units, desert slowly damages units above 80% hp, ships have different proficiency for deep and shallow waters, units can't see past hills or cliffs so you can hide units in the shadow of elevation, you can build roads that improve the movement speed of your units
>civilizations are more different from each other, a general tech tree is still in place for all civilizations, but there are more unique units per civ, semi-unique units like the eagle warriors are spread out over the civilizations instead of all civs having mostly all units, civs have more impressive bonuses like mongols having moveable buildings, aztec priests sacrifice converted units for a special resource they have, etc
>units are just generally more complex and varied without being bogged down with a load of micro abilities, you have stealth units, more deployable units, aura-granting units, longships which can be carried over land, infantry that can build structures, cavalry archers that fire on the move, ships are much bigger, move more ship-like, can do boarding maneuvers, can do broadsides, can transport troops, possibly more kinds of economic units
>walls can be walked on, several buildings grant adjacency bonuses, most buildings become neutral after taking enough damage, neutral buildings can be captured and repaired or broken down into resources and just generally take up space to give combat zones a more complex layout instead of buildings just being flattened into dust directly
>best pre-rendered 3d graphics money can buy
/autism
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>>319802026
>hurr lets take a strategic game and simplify it by limiting the amounts of moving parts by only playing "hurr muh balance" modes
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>>319803056
RTS, or as I like to call them, gookclickers, are not strategic games.
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>>319789659
Dunno about saving it, but I'd make a game that I myself would like to play.
My favorite phase in RTS games is the early game, where small skirmishes occur, and the map is being explored, so I'd make a game, that focused heavily on those aspects.

To achieve that, the game would have relatively large maps, filled with critters that could be both a threat, and a resource, depending on the faction, interactive terrain elements like woods where you could conceal units, certain types of terrain that would slow down certain types of units, or be downright impassable for some unit types, and most importantly, relatively sparse resources, and each resource node only yielding a relatively small amount of resources. This, along with faction designs focusing on mobility over establishing fortified bases, would hopefully result in gameplay, where the players would move their armies and bases around the map, fighting small skirmishes against one another for the control of the resources, and ultimately the player with better map control, would emerge victorious.
The maps themselves would also have various random elements in them, like sudden storms, earthquakes, volcanic eruptions, floods etc, that would force the players to redeploy elsewhere, and in general, stay on their toes regarding potential changes to the map itself.

The two main resources shared by all the factions, would be basically Biomater, and Ores, that each faction would harvest differently. Biomater is basically plantlife, and animals, that each of the factions needs for their own reasons, and Ore is Ore. The Former could be derived by chopping down woods, or by killing fauna, while the later would have to be mined. The various factions would also have certain resources unique to themselves too.
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>>319803462
>t. map painting autist
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>>319789659
Remake of Red Alert 2
not Remaster, EA will just fuck it up
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>>319803625
I'd have 3 factions, because I feel like it is a good number to have, with one faction composed of Human survivors from a failed settling expedition to the planet, who operate out of a mobile habitat rover. Their units would be heavily customizable but expensive drones, that would be lethal in the roles they are specked in. Instead of fixed units, there would simply be a set number of "templates" with certain base qualities, to which the human player would be able to ad more gear and weaponry, to suit whatever role he intends the unit to fulfill.
Their structures would be constructed by specialized, utility rovers, that would set themselves up, and establish the structure needed, and should it be necessary, would also be able to pack it up and redeploy elsewhere. The Human gameplay would be heavily about establishing outposts and defensive perimeters, launching quick strikes with specialized drone teams, and escorting convoys of rovers when they are moving to another resource site.
The Humans would harvest resources by establishing refineries from their utility rovers, that would then spawn small drones that would do the actual harvesting. The unique resource the humans would also need, is Energy, which they would need to produce via specialized structures.
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>>319804505

The second faction would be a race of insect like aliens, that live in nomadic tribes centered around their Matriarchs, who are the mothers of the rest of the members of the tribe. All of their units would start out as a basic bug, that would be able to morph into various different castes who fulfill different roles. Even their "structures" would originate from these basic bugs, trough various morphs.
There would be 4 categories, into which the base bugs could morph, which would be roughly as follows: Offence, Mobility, Support, and Production.
The basic offence class bug would be the Warrior, which could then further specialize into 3 different higher castes, one whose role would be dealing and taking high amounts of damage, other's being disrupting and breaking enemy formations, and the last one's role being basically siege breaking. The other castes would also have a similar set up, with a basic caste type, and 3 more advanced ones, with the exception of the Production, which would simply be straight upgrades from the base Nymph class into a fully mature Matriarch that can produce more basic bugs.
The Bug gameplay would focus heavily on mobility, with their units being able to pass trough most terrain types unhindered, and being apt at hiding in plain sight within concealing terrain. They would excel at harassment, and quick hit and run raids, while their "colony" would be constantly on the move across the map.
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>>319804585
The Final faction would be a race of "Fungus" whose main things would be about map control via growing it's fungal mat all across the map rapidly, and taking over the critters inhabiting the map, along with enemy units by "subjugating" them into the fungal hivemind. The basic units of the fungus would be very weak, worm like creatures that would be able to move undetected in the fungal mat, allowing them to ambush hostiles venturing to the fungal territory easily, and subjugate them into the fungal fold. Their other units would be largely supportive ones, whose roles would focus on boosting the effectiveness of the hordes of subjugated units, and boosting the spreading of the fungus, while the Fungal structures, outside of resource production, would focus on making the fungus held territories more dangerous for attackers. Both fungal units, as well as structures, would be able to be constructed anywhere where the fungal mat is growing.
The Fungus gameplay would focus on simply spreading over the map, taking control of the native life, and overwhelming the opposition with hordes of weak, but numerous (and cheap) units, all the while turning the very map against the opposing player.

Overall, the game would have relatively small scale, with number of units, depending on the faction, ranging from few dozen to around 50 or so, though there would not be a hard unit cap, but instead the unit limitations would be due to the sheer scarcity of resources. Moving across the map would also remain a hazardous prospect, due to the hostile critters and other dangerous elements of the map itself, which would necessitate the players to scout ahead of their movements constantly (you wouldn't want to end up stuck into some muddy ravine with your convoy when you find yourself under attack by crazed bugmen, after all), and because of the changing map, the players would need to stay on their toes to the very end of the match.
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>>319805135
>>319804585
>>319804505
i remember you
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Release something that isn't boring-ass sci-fi laser shit with an artstyle that isn't "it's retro, it's supposed to look like shit".
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>>319805135
I know that fungal monster
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>>319799167
go away microfag
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>>319804585
>>319805135
Forgot to elaborate on the resource collection of the bugmen and the fungus. The Bugmen would use their basic bugs, the "foragers" to harvest Biomatter and Ore, but unlike Humans, they would not have need for a refinery for these basic resources.
However, their unique resource, which they need in order to make their various, advanced weapons and armor, would demand the consumption of both Biomatter and Ore, which would be done by a specialized, Support branch morph. It would basically convert biomatter and ore into an a slurry the bugmen would then use to produce armor, and hardier weapons.

The Fungus, would harvest biomatter by simply growing over woodlands for example, and "infesting" them, and ore by creating acidic pools around ore deposits. Their unique resource would basically be high energy organics, that they would convert from biomass, by creating fatty boils. This resource would be used both for more advanced fungal units, as wells as to instantly produce basic fungal units from those boils (normally fungal units take some time to grow from the fungal mat.)

One of the things I would like to avoid with this game, would be the inclusion of excessive structrues, like research structures from Starcraft for example, who are basically useless once the upgrades have been bought, or who only exist to unlock one unit type.
Instead, the structures within this game would all serve an actual function throughout the game, be it from producing units or resources, or various other things like providing detection, defense and so on. There would be no structures that you only need to build once.

>>319805289
I am still figuring out this idea. Maybe one day, I might be able to actually create this game.
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Someone should get the Dune license and bring about a revival of RTS games in properly symbolic fashion.
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