Suggestion for a RTS-RTT game
Posted: 2009-01-02 01:48pm
A lot of people seem to have this complaint that most RTS have a huge focus on base assault as opposed to pitched or field battles in the middle of the map, which is why I have this suggestion to make.
I was thinking of this idea for a game.
The difference between RTS and total war games are, when it comes to battles, the total war series do not require you to build stuff. And you are able to engage in a field battle, and concentrate on the field maneuvers as opposed to building new barracks and turrets.
In most RTS like C&C 3, companies of heroes and Red alert 3, those games have a strong focus on micro-management.
Moreover, those games consist of numerous skirmish as opposed to a big pitched battle that requires the use of maneuvering. I think that one way to resolve that is this.
Instead of recruiting a unit consisting of one soldier or one horse, let the size of the unit be total war huge.
A unit will now consist of several hundred soldiers. While there are games where a unit consist of 20-30 men, they don't have a large unit consisting of several hundred men as a single unit.
What happens now, is players will actually start and assemble an army consisting of many units, and employ combined arms tactics. They can be bothered to merge their units as one main army, and the opponent will do the same thing. When that happens, both players can afford to concentrate on one issue at a time, which is fighting the battle as opposed to managing their city and the battle at the same time.
A player can spread his army thinly, however, a single concentrated thrust may spell doom for that player.
Moreover, if the map is big enough, like the map in SupCom, people might even employ strategy on a grand scale, as well as pre-battle skirmish.
People may move their troops to key cities and ports, securing strategic routes and etc.
So, let's go into more details on this idea , shall we?
The size of the map is big, much bigger than RTW battle map and etc. When we mean big, we mean SupCOM big and etc.
It could be the size of Italy for all we know.
In the maps, we can have multiple cities, ports and forts. If the city is left undisturbed, they will be able to generate income by their own. Every city has surrounding resources sites, from mines to farms. Now, unlike other games, you do not have to micromanage those resources sites. As long as the city is in your control, you will gain money from those place at a constant rate.
When the city is disturbed, they will start to lose money. And all one needs to do in order to do is to station troops on those mines and farms.
Another point to note is you do not have the chance to build new buildings and cities.
What is the reasoning for this? Mainly because this is a war game as compared to a empire building game.
In most wars, people may repair their cities, improve their defensive walls and etc, but they don't spare time building an Arena or new baths.
You are a leader during war time, and you would have to focus on war as compared to peace time business.
And what is the benefit of such actions? Instead of spending too much time worrying about how to earn profit and keep your people happy, as well as finding ways to increase the populations through micro-managament, you can focus on building and training your army.
The only thing you would worry about in a war time, is how to get enough people in your army.
In order to recruit an army, all you need to do is to order them from one city, and they will be trained in unit slots in real time. This mean you can train multiple units simultaneously.
In one city, you can train 4-6 cohorts of Roman Legionnaires together with cavalry units in real life. However, a cohort does take you more time to train them as compared to some militia units. However, when your city is besiged, you will be limited to militia units.
However, a city would have a roughly static population, as this game take place over several months to 1-2 years. Meaning if you lose a battle, your entire faction will suffer from the lost of men.
And one unit in this case, can consist of several hundred men.
What a player can now do with his army is to either group them together or seperate them.
And given that micro-managing is a huge thing to bother, an easier way is to get all of them together in one spot, and group them into one army. If your army is too spread out, it will be near impossible for you to manage all of them effectively.
When you press the group button, you can form them into a marching formation.
The cities will send supplies continuously to units out in the field, unless the supply line is raided or cut.
What happens now is, players would have an incentives to form one large army. A static population means the lost of a single battle at times can mean the end of the game.
A faction in this game will not have any unit limits. This mean the only real limit is their population size and morale.
The benefits of this means we can have uneven or 'unfair' battles at times. A player can actually have the chance to outnumber the enemy. How to outnumber an enemy is based on a player's skills and decisions.
A good player may be able to end out enough skirmish units to misdirect the enemy, gaining precious time to train more units. A well protected supply line also helps, espeically if the player is fighting in his home terrorities.
Or the player can choose to go for numbers over quality. A player may bother to raise an militia army to outnumber the enemy on purpose.
However, numbers isn't everything. It is important to know how to use the number advantages. For people who don't know how to use numbers properly wil fall into traps and result in a Cannae.
A good general can use his well trained but small army to his advantage as well. He could re-create the tactics of Hannibal or Alexander.
Manuver warfare on a grander scale can work as well, as armies might be divided and concentrated, siezing of key ports and cities.
Then there is the morale system. If the player lost too many men over the course of the game, cities may rebel or secretly side with the enemy. To avoid micro-management trouble, losing enough morale for that to happen is hard and is based on a dice system. Meaning there might be a 50-50 chance of that happening.
A Cannae like disater may prompt one faction into surrending, while it might also cause the population to fight even harder.
Another thing that might result in the lost of the game is the lost of the faction leader. While generals can be recruited and lost, losing the faction leader will result in a defeat for your side, just like RTW: Alexander.
This add a level of immersion into the game, where you actually care about your own neck to some extend. Some people might be more suicidal by sending the faction leader into the main battle line, while others might be more cautious.
For the units, they function in the same manner as any other total war games. They get tired, can suffer damage from flanking attack, and lose morale at times.
The most important thing this game can do is to actually have an RTS that based on massed formation from the classical to Napoleanic age and ensure we can have a massive battle as compared to minor skirmish.
Let us play an RTS where most players can actually bother to mass their army and fight a pitched battle in the field.
Too many RTS end up in base assault as compared to any meaningful field battle.
A field battle where the maneuvering of troops is actually important, as compared to having a chance to spam as many troops into the enemy base as possible.
I was thinking of this idea for a game.
The difference between RTS and total war games are, when it comes to battles, the total war series do not require you to build stuff. And you are able to engage in a field battle, and concentrate on the field maneuvers as opposed to building new barracks and turrets.
In most RTS like C&C 3, companies of heroes and Red alert 3, those games have a strong focus on micro-management.
Moreover, those games consist of numerous skirmish as opposed to a big pitched battle that requires the use of maneuvering. I think that one way to resolve that is this.
Instead of recruiting a unit consisting of one soldier or one horse, let the size of the unit be total war huge.
A unit will now consist of several hundred soldiers. While there are games where a unit consist of 20-30 men, they don't have a large unit consisting of several hundred men as a single unit.
What happens now, is players will actually start and assemble an army consisting of many units, and employ combined arms tactics. They can be bothered to merge their units as one main army, and the opponent will do the same thing. When that happens, both players can afford to concentrate on one issue at a time, which is fighting the battle as opposed to managing their city and the battle at the same time.
A player can spread his army thinly, however, a single concentrated thrust may spell doom for that player.
Moreover, if the map is big enough, like the map in SupCom, people might even employ strategy on a grand scale, as well as pre-battle skirmish.
People may move their troops to key cities and ports, securing strategic routes and etc.
So, let's go into more details on this idea , shall we?
The size of the map is big, much bigger than RTW battle map and etc. When we mean big, we mean SupCOM big and etc.
It could be the size of Italy for all we know.
In the maps, we can have multiple cities, ports and forts. If the city is left undisturbed, they will be able to generate income by their own. Every city has surrounding resources sites, from mines to farms. Now, unlike other games, you do not have to micromanage those resources sites. As long as the city is in your control, you will gain money from those place at a constant rate.
When the city is disturbed, they will start to lose money. And all one needs to do in order to do is to station troops on those mines and farms.
Another point to note is you do not have the chance to build new buildings and cities.
What is the reasoning for this? Mainly because this is a war game as compared to a empire building game.
In most wars, people may repair their cities, improve their defensive walls and etc, but they don't spare time building an Arena or new baths.
You are a leader during war time, and you would have to focus on war as compared to peace time business.
And what is the benefit of such actions? Instead of spending too much time worrying about how to earn profit and keep your people happy, as well as finding ways to increase the populations through micro-managament, you can focus on building and training your army.
The only thing you would worry about in a war time, is how to get enough people in your army.
In order to recruit an army, all you need to do is to order them from one city, and they will be trained in unit slots in real time. This mean you can train multiple units simultaneously.
In one city, you can train 4-6 cohorts of Roman Legionnaires together with cavalry units in real life. However, a cohort does take you more time to train them as compared to some militia units. However, when your city is besiged, you will be limited to militia units.
However, a city would have a roughly static population, as this game take place over several months to 1-2 years. Meaning if you lose a battle, your entire faction will suffer from the lost of men.
And one unit in this case, can consist of several hundred men.
What a player can now do with his army is to either group them together or seperate them.
And given that micro-managing is a huge thing to bother, an easier way is to get all of them together in one spot, and group them into one army. If your army is too spread out, it will be near impossible for you to manage all of them effectively.
When you press the group button, you can form them into a marching formation.
The cities will send supplies continuously to units out in the field, unless the supply line is raided or cut.
What happens now is, players would have an incentives to form one large army. A static population means the lost of a single battle at times can mean the end of the game.
A faction in this game will not have any unit limits. This mean the only real limit is their population size and morale.
The benefits of this means we can have uneven or 'unfair' battles at times. A player can actually have the chance to outnumber the enemy. How to outnumber an enemy is based on a player's skills and decisions.
A good player may be able to end out enough skirmish units to misdirect the enemy, gaining precious time to train more units. A well protected supply line also helps, espeically if the player is fighting in his home terrorities.
Or the player can choose to go for numbers over quality. A player may bother to raise an militia army to outnumber the enemy on purpose.
However, numbers isn't everything. It is important to know how to use the number advantages. For people who don't know how to use numbers properly wil fall into traps and result in a Cannae.
A good general can use his well trained but small army to his advantage as well. He could re-create the tactics of Hannibal or Alexander.
Manuver warfare on a grander scale can work as well, as armies might be divided and concentrated, siezing of key ports and cities.
Then there is the morale system. If the player lost too many men over the course of the game, cities may rebel or secretly side with the enemy. To avoid micro-management trouble, losing enough morale for that to happen is hard and is based on a dice system. Meaning there might be a 50-50 chance of that happening.
A Cannae like disater may prompt one faction into surrending, while it might also cause the population to fight even harder.
Another thing that might result in the lost of the game is the lost of the faction leader. While generals can be recruited and lost, losing the faction leader will result in a defeat for your side, just like RTW: Alexander.
This add a level of immersion into the game, where you actually care about your own neck to some extend. Some people might be more suicidal by sending the faction leader into the main battle line, while others might be more cautious.
For the units, they function in the same manner as any other total war games. They get tired, can suffer damage from flanking attack, and lose morale at times.
The most important thing this game can do is to actually have an RTS that based on massed formation from the classical to Napoleanic age and ensure we can have a massive battle as compared to minor skirmish.
Let us play an RTS where most players can actually bother to mass their army and fight a pitched battle in the field.
Too many RTS end up in base assault as compared to any meaningful field battle.
A field battle where the maneuvering of troops is actually important, as compared to having a chance to spam as many troops into the enemy base as possible.