Favorite RTS Feature

Favorite RTS Feature

Post just about everything that isn't directly related to Spring here!

Moderator: Moderators

User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Favorite RTS Feature

Post by SanadaUjiosan » 20 Mar 2013, 07:48

This is just one of those "what is your ___?" threads, hoping to draw some inspiration as I am starting planning of CT's third faction.

What are your favorite RTS features? I mean like the quirky (or maybe not so quirky) things that are sort of unique to some games that helps them stand out.

Of course applies to any RTS evar.

I'll get it rolling by saying that one of my favorite features is infantry that can build buildings. Some units in Age of Empires 3 could do this, as can the Norse infantry in Age of Empires Online.

I also like the ability to customize gear loadouts for infantry squads in Dawn of War.
0 x

User avatar
smoth
Posts: 22298
Joined: 13 Jan 2005, 00:46

Re: Favorite RTS Feature

Post by smoth » 20 Mar 2013, 07:57

speed burst units. Gundam RTS had them and battleforge did them the best. Between the enforce and juggernaut, I loved the way they did this feature!
0 x

User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Favorite RTS Feature

Post by SanadaUjiosan » 20 Mar 2013, 08:30

You mean units that do a little sprint and then attack when they see an enemy?
0 x

Vladimir
Posts: 14
Joined: 08 Feb 2013, 01:12

Re: Favorite RTS Feature

Post by Vladimir » 20 Mar 2013, 09:14

I think he means more like marines in SC2
0 x

User avatar
Anarchid
Posts: 1380
Joined: 30 Nov 2008, 04:31

Re: Favorite RTS Feature

Post by Anarchid » 20 Mar 2013, 10:34

So far nothing i've seen beats being a teleportable first-person-controllable flying mothership factory that uses your resources for its shields.

Modular guns loadout is also a bonus, but the original didn't have those.
0 x

User avatar
Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Favorite RTS Feature

Post by Licho » 20 Mar 2013, 10:36

Sheeps
0 x

User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Favorite RTS Feature

Post by SinbadEV » 20 Mar 2013, 13:28

Being able to queue up commands.
0 x

User avatar
AF
AI Developer
Posts: 20669
Joined: 14 Sep 2004, 11:32

Re: Favorite RTS Feature

Post by AF » 20 Mar 2013, 14:28

Mouse cursors
0 x

User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Favorite RTS Feature

Post by KDR_11k » 20 Mar 2013, 16:02

I like action RTSes but I guess that doesn't count.
0 x

gajop
Moderator
Posts: 3023
Joined: 05 Aug 2009, 20:42

Re: Favorite RTS Feature

Post by gajop » 20 Mar 2013, 16:05

Good story: e.g. Warcraft 3
0 x

User avatar
FireStorm_
Posts: 664
Joined: 19 Aug 2009, 16:09

Re: Favorite RTS Feature

Post by FireStorm_ » 20 Mar 2013, 16:06

Don't think SanadaUjiosan can use any of these, but there are 2 or 3 rts game elements that i think are really cool/fun and if I made a game (and if it where feasible tot combine them) I would try to put them in it. :-)

1a) Netstorm
The player needs a dude to walk over to the enemy base to pick up and abduct his primary builder unit (i.e. a commander or something similar) and carry it to the home base where there is a structure that can destroy it. In Netstorm this is how victory is ultimately achieved.

1b) The Settlers: Fourth Edition
Similar: Thief(s) can be send out to enemy base to steal minerals or other stuff that is lying around.

1c) Syndicate wars
Abduct scientists not yet aligned with any faction during your missions to do research between missions.

But I would make the scientist get to work for you right away right after they have been acquired, like in Startopia.

2) Startopia
Conduct research by having a random item/unit and a scientist together in a laboratory building.

In *A terms this would mean that you would send for instance a peewee to/inside a research building, then research would start, and when finished the Peewee has been consumed but for example the Zeus has become available as a new build option. (but naturally it would be/look nothing like a *A game.)

If the scientist working in the lab could have been abducted form a neutral faction and/or location, that would complete the idea how I think it would be nicest. :-)
0 x

User avatar
smoth
Posts: 22298
Joined: 13 Jan 2005, 00:46

Re: Favorite RTS Feature

Post by smoth » 20 Mar 2013, 17:34

SanadaUjiosan wrote:You mean units that do a little sprint and then attack when they see an enemy?
Nope, I mean they charge and do something.

In battleforge, the juggernaut destroys buildings and the enforcer plows over enemy units.
0 x

User avatar
SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Favorite RTS Feature

Post by SanadaUjiosan » 20 Mar 2013, 18:33

smoth wrote:Nope, I mean they charge and do something.

In battleforge, the juggernaut destroys buildings and the enforcer plows over enemy units.
Yeah I think this is what I meant. Just didn't word it correctly. Yeah I like that too

To Firestorm, nah I'm not really fishing for ideas. More of just wondering what people like, for the heck of it. Thought it would be an interesting collection of ideas.

The research building idea is pretty neat, I like that.
0 x

malric
Posts: 515
Joined: 30 Dec 2005, 22:22

Re: Favorite RTS Feature

Post by malric » 20 Mar 2013, 18:48

gajop wrote:Good story: e.g. Warcraft 3
Indeed! Also, Starcraft.
0 x

User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Favorite RTS Feature

Post by SinbadEV » 20 Mar 2013, 18:55

malric wrote:
gajop wrote:Good story: e.g. Warcraft 3
Indeed! Also, Starcraft.
one of the keys to the Blizzard games* was not only that there was a good story but that you learned to play the game by following the story... the story included you building your first town hall and recruiting your first neutral units and researching your first techs... the tutorial was seamlessly integrated.

*And Total Annihilation too I guess.
0 x

klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: Favorite RTS Feature

Post by klapmongool » 20 Mar 2013, 20:07

Custom formations and hero units like in Warcraft 3.
0 x

User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Favorite RTS Feature

Post by Pxtl » 20 Mar 2013, 21:17

Land grab rushes. Z was one of my faves back in the day.

Simplicity - no upgrade mechanics, no complicated hidden behavior - everything behaves in a clear, obvious manner.

Aggressive defense creep.
0 x

Vladimir
Posts: 14
Joined: 08 Feb 2013, 01:12

Re: Favorite RTS Feature

Post by Vladimir » 20 Mar 2013, 21:44

steal jumping from zk
0 x

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14585
Joined: 17 Nov 2005, 02:43

Re: Favorite RTS Feature

Post by Forboding Angel » 20 Mar 2013, 23:51

Vladimir wrote:I think he means more like marines in SC2
More like chargelots or ultralisk burrow charge.
0 x

User avatar
Petah
Posts: 426
Joined: 13 Jan 2008, 19:40

Re: Favorite RTS Feature

Post by Petah » 21 Mar 2013, 00:52

Dropping in units from space (like SC2)

And arcade maps (like SC2)
0 x

Post Reply

Return to “Off Topic Discussion”