• kibiz0r@midwest.social
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    6 months ago

    I like the concept of an RTS.

    Deciding how to invest my resources, where to expand, when to attack, defend, or retreat, scouting and countering my opponent’s plans…

    …but when it comes to the physical act of doing this stuff, it feels so horribly awkward that it’s like I’m fighting the UI more than my opponent.

    Clicking and dragging selection boxes as if my troops are always in a rectangle formation? Right-clicking to attack but accidentally moving instead… And ugh, the endless series of tedious build queues.

    The actual mechanics feel more like data entry — the kind with real bad RSI — than military leadership.

    • ampersandrew@lemmy.world
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      6 months ago

      FYI, there are a handful of games that put unique spins on the genre out there. Most of the ones I can think of off the top of my head put you in control of a “cursor character” that’s like a commander. It puts a speed limit on APM, which I think gets the genre back to focusing on strategy. There’s also Northgard, which is like a cross between an RTS and a 4X game, and pieces of the map are tile-like, so rather than this unit moving to these coordinates, you’re commanding a unit to move from this tile to the one next to it. Then there’s the Total War series, where the battles are slow paced, and the macro level resources are handled in turn-based strategy.

      • bionicjoey
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        6 months ago

        Mount and Blade (Warband, WFAS, and Bannerlord) is another that I would say puts a unique spin on RTS. You are down on the ground with your troops and need to give orders like when to have certain troop groups attack, retreat, change formation, etc. You have the opportunity for your own skill as a fighter to matter, but once the battles reach a certain size, it becomes far more important to have a tactical advantage than to just be good at fighting yourself.

    • AHemlocksLie@lemmy.zip
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      6 months ago

      You may enjoy Zero-K more than most other RTS, at least. It’s in the Total Annihilation style like Supreme Commander or Beyond All Reason. One of the ways it sets itself apart is with a diverse array of commands you can issue to your units so they can micro themselves. I haven’t played much of it, so I can’t give a ton of examples, but it has commands to do stuff attack while maintaining distance, compared to how StarCraft 2 forced you to learn to stutter step your Marines, manually alternating between moving and shooting.

      It’s also free and open source, based on the Spring engine, and available on Steam. It felt like it played well and was filled out well in terms of mechanics and units when I gave it a try a year or so ago, but I just haven’t been playing any RTS lately.