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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.
Although I applaud the reduction of micro (I watched a demo for Starcraft 2- good god, that is pathetic), you have made battles reliant on scouting and deployment. Which can be very dull.
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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.
So there will only be 40 units on the battlefield, they will just have 500 hit points?
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What happens now, is players will actually start and assemble an army consisting of many units, and employ combined arms tactics.
Or they will use Urban Cohort and Pretorian Calvary exclusively. They will get the most powerful or most cost effective and crush their opponent.
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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.
Why is managing Guns vs Butter bad?
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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.
Empire Total war has that.
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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.
Alexander's campaign refutes that.
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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.
Or how much you want to sell your future to insure victory in the present.
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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.
There is a limit to how many men you can handle similtaneously- more men requires more camps, officers, etc.
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However, when your city is besiged, you will be limited to militia units.
Why?
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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.
If several means three, and men can go 10 miles an hour maximum, than the battleground will be 300 mile maximum. Less than the width of Spain.
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The cities will send supplies continuously to units out in the field, unless the supply line is raided or cut.
How would this work?
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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.
Which is heavily ahistorical- that many men can't be supported in one place.
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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.
Randomness in an RTS is bad.
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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.
So cutting the head off always works? Why do anything else?
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Too many RTS end up in base assault as compared to any meaningful field battle.
Except it will be base assult again because cities are the cornerstones.
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For a viable defense, I was thinking of something to ensure things like Fabian Strategy can work in such a game.
That strategy eschews decisive field battles, which you are trying to encourage.
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Almost every victory in an RTS depends on your building skills. Every time I lost to another player is because he has a much larger army than me. Other than that, securing of resources is another key factor, and the only field battle the player might have in a game is fought over the resource sites.
Except you are proposing is the same, but with a slightly different skin over the mechanics.
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Actually my experience has been more along the lines of them being neither especially tactical nor particularily strategic. To most people, "strategy" seems to mean "grab units, build up a huge army using rock paper scisors formula, spam the other guy to death." This is my problem with stuff like Age of Empires, as much as I like it.
And then your oppoent kills you because he knows when you attack and hits your undefended base. Scouting, bluffing, position, etc exist in RTS.
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Oh, and next time you call me "that romulan guy", I'll call you "that hostile cynical guy".
Call him STRAK like Shroom.