Good RTS Gameplay Handling like, Smart select, Auto Production, Smart Gathering, Auto Attacks, Resources Abundance, Pathfinding, Build Grid, Compact UI, Map clearing size & Choke Point…
Well after play a lot recently AoE2 and more modern RTS like Cossacks 3 or StarCraft II.
I did notice there might be some very big difference between what would be considered for 2020 basic and self-explanatory Gameplay elements.
Sure for StarCraft: Remastered and AoE 2 Definitive Edition people did accept it does play the way it was. AoE2 is after all over 20 years old and there have been some very heavy changes within the genre. That do greatly change the Handling of an RTS. Let’s take a look at some points, maybe you have more.
Smart select
Starcraft2:
well you are able to select all combat units with one key
also you are able to select only combat units, even if workers are on the area
in AOE2 you still have max 40 Units and can not by mass selection leave out workers, which is bad as you have to assign them again to their work places.
Auto Production
Cossacks 3:
well you can swap between produce 1 unit or automatic produce units, even if you dont have the ressources yet, the game will wait up till you have and start the unit production.
Smart Gathering
C&C
I find it very odd how in C&C the harvester can easy start to look for new resources by himself and even find them, but in case of AoE something like a fishing boot you have to manage him.
Auto Attacks
that’s very controversial, as you can simply assign units to attack first what they are supposed to counter, like skirmishers would first attack archers, than other units. I don’t know if its really fitting into AoE, as it would simply very dumb down the gameplay. Another thing is if units are set to search the map and auto attack first thing in sight.
Resources Abundance
maybe the most critical point for an RTS,
resources run out, so you have to fight over their control with your enemy.
This can result in so many design issues
-resources are infinitive, so the fight never ends
-resources are too much, no strategy just spam-
-resources are too rare, no strategy just control 1 or 2 map areas
-resources run too early out, game get extreme boring
Pathfinding
AoE
Well a very lost feature is as units move in formations, archers and priest move behind trooper,
but not simply that they do fast assemble and move very fluid all together
you might not believe, but that feature is for very odd reason lost these days.
Build Grid
C&C and Starcraft2
OK, why is a feature that does show buildable space and size the building will take not everywhere?
Compact UI
Especially this feature did very downgrade over the years.
Just compare a modern game vs old game
I have there a very simple question, there is already a lot happening on the screen as it is RTS, why aren’t the essential informations like mini map and current resources and population, idle workers not together ? Especially this should be fixed, Monitors are these days way bigger and UI is these days a very big mess. And why do they all just make one default option for UI?
Map clearing size & Choke Point
Another thing RTS do these days is to have very small place for the buildings and a lot of “natural” not destroy-able obstacles, compared to the wide areas we have by AoE.
I personally think this Starcarft2 like map design is a bad thing, as most other RTS are not about flying units, but anyway it is copied and pasted almost everywhere. I really would like to have again or big, clear and clear-able areas from AoE. Like if you use Onager to clear trees.
What you think ? And Any ideas of other handy gameplay elements AoE4 needs or shouldn’t be there?