RTS games should have an auto-build button that just manages your colony according to one of the three optimal build orders so that you can devote all your time to exploring/scouting and ordering your soldiers around.
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RTS games should have an auto-command button that just orders your units according to one of the three optimal doctrines so that you can devote all your time to building base and managing your economy
True, having both options would rule
You guys should team up and play archon mode in sc2 or ra3
Warrior Kings: Battles had a second button for training a villager that would automatically order it to build a farm. Simple, but useful.
Ottomans in AoE3 automatically train their villagers (and for free). You plop down your TCs near resources, set up rally points, and forget about them. I hear The Fertile Crescent also has that.
Earth 2140 and Star Trek: Armada had a 'search and destroy' mode that you could use for scouting, raiding and finishing off any stragglers.
Units in Zero-K have a lot of autonomy, as they engage, dodge and kite enemies on their own. Ironically this forces the player to have an even firmer grip on the meta, build orders and timings.
Yeah, I think the more automation you have in one area, the more APM is required elsewhere, so it's physically impossible to make a shitter-friendly game.
>Earth 2140 and Star Trek: Armada had a 'search and destroy' mode that you could use for scouting, raiding and finishing off any stragglers.
Dark Reign also had this "advanced AI" setting, but the 3D sequel did not AFAIK - this probably says alotta'bout mid-2000s RTS gamedev...
>Set total count of X troop type
>Barracks will continue to produce them as long as resources are available
>Losses are automatically queued up for replacement
>idled workers congregate to a rally point after their work is done
>Late to imp
>Get fricked up
>Complain that the auto-eco and auto-mil modules aren't saving up food and gold for a timely imp during a double stable knights play.
Zero-K functions a lot like that. Factories can be set to repeat production cycles, so you can do things like make 3x infantry 1x tank and it'll just sit there forever going
>infantry
>infantry
>infantry
>tank
>infantry
>infantry
>infantry
>tank
It's pretty neat when you forget that you set one up and you scroll back to see a stupidly large army of units just sitting there
That's been a function of every TA-derivative since at least 2007 though. Probably even earlier, but there's not good documentation on what the Spring Engine was up to in those ancient days.
RTS games should have both an auto-build and auto-command button that jsut does everything so I can cast my own auto-tournaments on twitch where I banter inanely about nothing to do with the game.
RTS games should have an auto-play button where the game plays itself and you can devote all your time to bragging online how good you are and a representative of the "true" RTS fans
I wish more games used Settlers building approach where you can initially pick building placements and your workers would automatically go to build them once you have enough resources.
>RTS game should have an auto-fun button that caters the entire game to my personal whims
that's pretty much the end goal of video gaming in general, yes
>RTS games should have
why bother when the average RTS player is too moronic to handle his faction properly
?t=27
or in the opposite case when someone is overqualified and does weird shit 24/7
There are RTS games that eliminate base-building entirely and they are very good.
Base building is great and a lot of fun, and the preponderance of city building and logistic sims demonstrate that well, but for a long time RTS games only included base building out of a sense of obligation, toeing established genre lines with no real thought put into how it shapes their gameplay specifically or the role it has in their bigger picture.
Basebuilding works well when it's something with actual thought put into it that shapes the game meaningfully, but sucks when it's repetitive attention-tax meant to impose pacing structure on a game through menial busywork.
Or just cut base building like any decent rts does.