Realistic battles in RTS games
Part I : Overwiev
I used to play many RTS games and no one satisfies me enough. Of course there is no "ideal" game, but I think that keeping (with really minor changes) in Dune II style is obsolete within today's machines power. The trend in these games is also frighting me - much better graphics, films, sounds etc. Then I started my own project - "Rules of Feudalism". After about two years (with gaps) of writing it I wan't to explain my ideas. There can be many branches of RTS development, but I wan't to show that there is possibility of changing point of view - there is much more to do !!!
Following ideas directly connetc to middle-aged game, but it can be easy implemented to other reality (In all RTS games I've seen battles looks-like in middle ages. Doesn't matter whether units is firing arrows or rockets - it's just graphics).
Main ideas
- There should be ability of commanding big amount of units (thousands in one battle), but still essential object is soldier. Many games provides first or second point, but never both (in full meaning).
- Commanding units should be essential to achieve victory. In many games it is, but not in same way as it was in history - ie. casting spells, doging missles (I HATE IT !) and so on. Commanding means leading units to attack in correct order, manuewring, good use of archers/field artillery etc.
- Castles and other fortifications should provide great bonus to defence, but it should be very hard to build it. Also creating fortifications should be automated in some ways.
- There is no possibility of commanding bigger and bigger empire/kingdom/whatever on same level of commanding at all places. In middle ages people develop thing never seen in games - feudal structure of commanding. It's possible to implement it to game (it's really as hard as it looks like).
- Villages and villagers never were steered directly by king or emperor (it's not true. In late middle ages villagers cannot move to city or just travel anywhere). They can be influenced only indirectly (ie. Founding a village, changing taxes, several years free from taxes, plundering etc.), but generally villages are independent from players.
- Also equipment and fortifications should be able to come from hands to hands.
Following to this points I made specifications of some things (some in progress).