I’ve riddiculed this before and I will ridicule it again. If you’re the fallus comparison guy who says “Oh strategy games need to be hard, they need to require unneccesary clicks” go for a Dune2 remake, where you have to click the move button before clicking where the unit should go. No group selection, nothing just tons of micro.
It’s compeletely inconsitant to claim unneccesary micro makes the game more skill based and want to prevent resseding, yet beeing cool with multiple units selection. If I go down your route the inevitable conclusion is that and RTS game is nothing but a building-and-unit tree and should have no convenience to control it.
If you’re using the “skill” argument for arguing against just one specific thing, it’s invalid. You’ve got to go all or nothing on that.
Let me be the know it all and clear up in how far micro is important to the game.
First of all, let’s look at the situation in which a lack of mirco “dumbs down” the game. If you take Kohan for example, the game does most of the microing for you or even locks you out from doing it at all. Now, this leads to actual downtime in which you have nothing to do, but to wait for your units to arrive or the ressources to reach a certain point. So, due to a lack of micro, there’s downtime for the player. There’s clearly an argument to be made that you don’t want downtime.
(This does apply to aoe)
Now to the next level. In any situation in which there’s an equal chance for the players, the better micro should win. For example, take the early economy, which is almost the same for all players, the one who micros his workers best, micros slaugtering the sheep, micros multiple buildings to be constructed by different workers and so on - he should gain an advantage. Similar thing in an even battle, the one who micros his units better wins. While a strategy game can provide other means of resolving stalemates, micro is certainly one of them.
(This also does apply to aoe, because the intransitive unit-counter system is a key component)
The third level, and this is what Starcraft2 does, is to balance the game around unit behavior. In a nutshell, it’s possible to build units which are good at swarming the enemy with mass and other units need to be babysitted all the time, making them better if they are properly microed and worse if they aren’t. The limit between how much of these individual units you can mirco VS having to go to the convenience of massed units is the skill that the player is measured by.
This does not apply to because you need to build the game around that idea and age just isn’t build that way.
To say the lack of reseeding is so important because of skill holds no more validity than saying you should only play age when there’s a fly in your room that bugs you from time to time. And that fly is important, because it makes the game more skill based, because you now have to try to swat the fly from time to time.
Let’s face it, it’s a non-argument made up by wannabe elitists, who are soooo compeditive yet can’t adapt to “inferior” players having a convenience feature.
If you’re comming from your personal prefference or what you’ve grown used to - that’s fine, but the compeditive argument just isn’t working.