Darth Wong wrote:And ... you feel that those are all RTS games?

Yes, and I would include such games as Full Spectrum Warrior in the classification as well. If your definition of RTS game is so narrow as to only include C&C, Warcraft, and so on, you're not looking at the larger picture, but that's fine, I'm sure we can come to an agreement for the terms of this discussion.
No, I'm not a hardcore gamer, and I don't follow the latest developments in the field. Why don't you educate me on the fantastic developments in RTS games? And I'm only including actual RTS games here, not games like Total War which isn't an RTS game (it's a turn-based strategy, real-time tactics game).
Ah, yes, now we get into the crux of the matter: How far can a game be removed from the original set before a new classification needs to be made for it. The RTT moniker is one that, fairly, should be applied to many RTS games, if we apply it at all. The "strategy" in many of these games is loosely applied to the economy and base management, which are largely included for the sake of pacing the games. The fact that Total War's pacing is handled in a turn-based section is itself an evolution from the standard model which also happens to be its own model of game. The idea, however, is far from being completely divergent. Rebellion was essentially a Real-Time game with tactical battles much in the same vein as total war, however the empire management section, while real time, was still generally slow enough to make it essentially turn-based.
Meanwhile, Dawn of War's second and third expansions both had a turn-based "empire management" element to them. It was considerably less advanced than the Total War games, but it existed. Still, when played online, or in skirmish mode, they were immediately recognizable as part of the RTS genre.
Ground Control, which was entirely a tactical game with limited units you chose at each mission, was an evolution of the RTS genre without the aspect of base building, or even calling in for reinforcements (that was added in GC2, and kept in WiC). At it's core, it's little different from the multiplayer options in the Total War series, which were all about picking your forces and going to battle.
Meanwhile, games like C&C, Warcraft, et. al. still use many of the advancements made in tactical control that the "RTT" games use, so at best, I would describe the "RTT genre" as a subgenre of RTS games. In short, when you complain about a game being called "RTS" instead of "RTT", you're effectively complaining about me calling a square a rectangle. You're technically right in that it's more appropriately called a square, there's nothing wrong with calling it a rectangle.
But, in the effort of clarity, I will stick with games where resourcing is a factor during combat, which is the primary difference between "strategy" and "tactical" games. That leaves me with *Craft, C&C, Conquest, The Homeworld series, Dawn of War/Company of Heroes, Supreme Commander, Metal Fatigue, Battlezone, Hostile Waters: Antaeus Rising, and Ground Control 2/World in Conflict as games of the genre that I can use as examples.
Ground Control 2: Perhaps the original source of painless resourcing, how fast you gained points to call in units was determined by your control points. While base building was limited, it was by no means completely removed. You could still set up defensive positions, man buildings, and build defensive structures in the form of turrets. This game also was one of the few early games that allowed for cooperative play of the primary campaign.
World in Conflict: Building on the ideas from GC2, WiC streamlined things further, and instead of giving each player an entire army at their disposal, narrowed the focus to a (relatively) small group of units, which needed to work in concert with the rest of your team. Higher numbers of players on any given maps plus the distinct need for teamwork help define this game, and while base building is even more marginalized, defending objectives is still very important to ensure victory.
Conquest: Frontier Wars: On the face of it, this game is little more than Starcraft in space, right down to the races and what sorts of things they can do. Still, it allowed for co-op multiplay, battles over numerous maps, scaling to quite large in size, and establishing the need to maintain supply lines when fighting. Rush into enemy space without supply, and your attack force will quickly find itself in a very bad way.
Homeworld: This one should be obvious, because no other game has managed what this series has achieved: workable 3D space combat. The interface is intuitive, and the rewards for thinking three-dimensionally are obvious. While I didn't enjoy the sequels quite as much as the original, it was still a series that has little comparison outside of itself.
Warcraft 3: I hated this innovation, but I'll mention it here anyway. Heroes. The degree to which Warcraft 3 revolved around these hero units was unlike any RTS before it, coming partway between Diablo 2 and Warcraft 2. Again, I didn't like it, but it's still an innovative move that set it apart from its competitors.
Command and Conquer: Tiberium Dawn: Meaningful differentiation between armies. It's something that's common now, but back in the early days, it's what set apart the series from its competitors. The way you played GDI was vastly different from the way you played NOD. This continued through the series, and it remains a good addition, but now it is the standard in games like this, and can no longer be fairly applied as "Innovative" in the current generation of games.
Command and Conquer: Red Alert: Army specializations: This is the beginning of what many games today use to make each side even more customizable and promote teamplay. Again, it is slowly becoming a standard, though different games often employ it in varying ways.
Metal Fatigue: An older Mecha-based game, this was one of the first games that allowed custom-built units in the field, including salvaging parts from destroyed enemy Mecha. What's more, each map had three levels, each with their own importance to the overall game and each with their own unique method of play.
Supreme Commander: The best thing I can say about this game is that the UI control had some really nice improvements, including such things as being able to zoom out to minimap scales and then zoom in where you needed to be very easily. Later improvements also help the game, like being able to make building templates to reduce the amount of clicking you have to do to keep your base managed. Still, these improvements are notable, and can be used to improve numerous games of their type.
Battlezone: One part vehicle action sim, one part RTS. You managed a base from the front lines inside your hovertank, though you could build other vehicles. This was one of the first games that put you in the role of a field commander, and let your actions directly influence combat while your forces were in battle. This blurs the line a little, but it's still quite clearly an RTS. You collect resources, you use them to build units and structures, and you have your forces fight in battles.
Hostile Waters: Antaeus Rising: A lesser known game that had horrible marketing, this was actually quite an innovative title. Taking with it the "lead from the front" innovation from Battlezone, it added a few other nice touches, including a decent "live chatter" system between units (though this is more style, it was pretty cool), and a very intuitive command system, which is so dead easy I'm shocked and appaulled that more games haven't used it. In your standard 3x3 grid (3x4 for most games these days, of course), the keys were bound to (from top row to bottom row, left to right) QWE, ASD, ZXC. The difference this makes isn't immediately apparent, but if you are able to rebind the various hotkeys most RTS games use (which are commonly on a letter associated with the name of what you're doing, rather than any sort of ordered system) to this sort of grid system, managing the menus actually becomes a lot easier. The difference is really night and day, and it's something I wish more games used.
Dawn of War: The biggest innovation from this game is a combination of painless resourcing akin to the ground control model, but merged with standard forward base expansion. You don't need to reinforce every point, but you generally need to set up some sort of front line. Also included in this game was one of the first squad models (Homeworld 2 and a few other games technically beat it out, but this game refines it nicely), where the standard up until this point had been building and controlling individual soldiers. The ability to "repair" a squad in the field helped this model succeed where others had failed, of course. However, this really leads into my next, and final example...
Company of Heroes: Gaius brought up several of the points earlier, but I'll go over some of them again. Deformable terrain that generates in-game benefits (craters from shelling give cover to infantry units), the ability to retreat squads effectively, which allows someone who is losing a fight to pull out without being at a massive disadvantage from having lost the squad (reinforcing is generally cheaper than buying a new unit), streamlined base-building which allows for more attention in the front lines, painless resourcing which allows for more focus on the fighting, while having the points themselves be focuses OF the fighting. Builder units that are actually useful in combat and can join in on heavy fighting, plus a host of other innovations from numerous games that had not been melded effectively until this point. Oddly enough, the inclusion of tanks that don't take damage from basic infantry is something else that must be considered. While C&C tanks took little damage from Riflemen, they still took damage. Tanks and many other vehicles in CoH have thresholds of damage: if you're not doing enough, it doesn't matter.
So there you have it. Several of the innovations that various RTS games have brought to the genre. While I may have some errors here and there over which feature came first and from where, in general these are the games that are credited with getting it done WELL.
Would you care to show me where anyone in this thread said that it was "innovative" before you showed up and tried to make this nonexistent claim into an issue with your "I'm a more serious gamer than you" bullshit?
Um, the very post I responded to, if you cared to read it.
starslayer wrote:I must say, I was looking towards this with some trepidation initially, but now I may just buy it. The fact that they're trying (and at least somewhat succeeding) to not make this Generic RTS 256473 is a good sign.
That they're trying to make it not generic means they're including something unique to the game itself. I'm simply noting that there is not much unique to this title. If you take offense to that, too bad. I never said it wasn't going to be a good game (though the beta is certainly buggy enough that I can't get a game in), so stop acting like I pissed in your C&Cheerios and accept the facts for what they are. Someone claimed the game was going to be not generic, I called them on it, and (get this), they in retrospect agreed with me and said it was a silly thing to say. Others have (tongue in cheek, I assume) tried to sell up the camp of the cinematics, and I wasn't having it, since Cinematic camp was the primary reason I got C&C3 (hoping for a fun game underneath), but I ended up so dissapointed in C&C3 that I'm only going to give RA3 the chance of a beta and a demo this time around. If it strikes my fancy (which I doubt), I may get it, otherwise, I'll watch the cinematics on youtube while playing something more to my tastes.