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Making Strategy Games with...Strategy?

KaB0b0 asks: "Many people I know play primarily RPGs and 'Strategy Games' in their free time (and even sometimes when they're pressed for time). But this arises a question. Is there really any such thing as a 'Strategy Game'? Most of my enemies online seem to think 'build a lot of troops, attack early' is a good strategy for their gaming advantage. In fact, you'd be very hardpressed to find someone who uses actualy tactics in a strategy game." Of course, most RTS games are vastly oversimplified which allows this type of "blitz" game. If games had the concept of supply lines, morale, and other such ignored aspects of battle mechanics, then maybe this would be different. Turn-based strategy games, also suffer from this to an extent, however it's less of a problem there. If you were to create a strategy game with real strategy, what would you implement?

"Take, for instance, StarCraft. The last time I played with someone actually used a strategy besides simply building a lot of medium units and some large units and then sent them all as soon as possible was.. well, never. What could a game developer do in order to insure actual use of strategy in a game intended for it? I realize there's always going to be people who play the game so they can get a good record for some stupid reason, but how can you actually make a game for the real strategist?"

434 comments

  1. Replay value by wirm · · Score: 1

    A strat game has to have replay value if it doesnt it just chokes along with all the other games. Multiplayer is a must =\ and a way to get the users for the multiplayer games i.e. the zone or gamespy or something.

  2. what about Go? by TomRitchford · · Score: 1

    Go requires ultimate strategy!

    and, is this a first post?

    1. Re:what about Go? by Anonymous Coward · · Score: 0

      I agree the Go is real strategy game and that's why I love it. But Go isn't a video game with cool graphics and animations. I'd like a game a video game with some real strategy elements in it. Most RTS games suck as they are mostly about how fast can you click to build stuff faster than your oponent. But I'm not sure such a game can really exist.

    2. Re:what about Go? by Otik2 · · Score: 1

      Yes, Go is a great game, and so is chess. The problem is to combine the popularity of games like Starcraft with the incredible strategy needed for Go. Got any ideas?

  3. Strategy games? by torquil · · Score: 1

    Remember when strategy games were fun? :) I haven't played a fun strategy game since Zelda for my nintendo. Whats the deal video game industry?

    1. Re:Strategy games? by Anonymous Coward · · Score: 0

      No, no, this actually is true. He was pissed because he only got the third post and admitted to not even reading the story. Coupled with the fact that he enjoys sucking dick, the above post is all true. Please moderate up accordingly.

    2. Re:Strategy games? by Anonymous Coward · · Score: 0

      Zelda's not a strategy game.

      Unless you consider gaining rupees to be a "Resource gathering" operation, I suppose.

      Go play some starcraft.

    3. Re:Strategy games? by Anonymous Coward · · Score: 0

      starcraft has next to no strategy, mano. It's got some tactical questions in it, but nothing large scale. Just 'how fast can I click on build Grunt button'.

      Go play some Kohan or some MOM.

    4. Re:Strategy games? by keflex · · Score: 1

      Nope, you're wrong. StarCraft has enough strategy involved to keep many occupied. By oversimplifying it w/ the statement "Just 'how fast I can click on build Grunt button'." shows how little you really know about the game.

      --


      My karma is -1 because I don't use AC posting. LOL.
    5. Re:Strategy games? by Decimal · · Score: 1

      I haven't played a fun strategy game since Zelda for my nintendo.

      But The Legend Of Zelda isn't a strategy game. It has adventure and intrigue, but no more strategy than explore-here slay-this-and-that.

      God I love that game.

      --

      Remember "Bring 'em on"? *sigh
  4. Golgatha? by Dogun · · Score: 1

    I heard someone ranting about how Golgatha was going to be like that, a long time ago. I wonder if anyone is still maintaining that Crack.com project?

    1. Re:Golgatha? by Dogun · · Score: 1

      Sorry, spelling error. Golgotha.

    2. Re:Golgatha? by Squeezer · · Score: 0

      Crack.com was sold on ebay and now its used to advertise some windows software :( I have a copy of all the golgotha source incase someone ever wants to start up development on it again, but as far as I know, there is no project to continue its work.

      --
      Does the name Pavlov ring a bell?
  5. strategy by Anonymous Coward · · Score: 0

    oh who cares...

  6. World War II Online by Flounder · · Score: 3, Informative
    Look as WWIIOL (not what is currently is, but what it's very close to actually being).

    Control of certain choke points (cities, military bases, depots, etc), determine where your supply lines are and where they flow. This determines what equipment, weapons, and troops you are able to spawn at particular cities. Eventually, supply lines will be visualized with train and truck convoys moving between cities. These lines will be able to be disrupted, disrupting the supply lines and the availability of units.

    Real world tactics have actually proven very effective in this game. It's not a perfect game yet, but it's getting there.

    --

    No boom today. Boom tomorrow. There's always a boom tomorrow. - Cmdr. Susan Ivanova

    1. Re:World War II Online by Zurk · · Score: 1

      i play Space : space1.darkent.com..its a bit more interesting than a world war game but its rather slow. the problem with games is that real world tactics tend to be used over months or weeks..not one hour. it doesnt translate well into game time.

    2. Re:World War II Online by onepoint · · Score: 4, Interesting

      Not only are you correct about the "choke points and supply lines", you should also mention the work that helps the supply lines "logistics support".

      In fact most major battles of land war have been lost due to "bad" logistics.

      IE: moscow, nazi tanks needed huge tons of fuel and fighter aircraft were used for bombing ( no 4 engine bomber ), Normandy, nazi did not move the troops fast enough to stop the advance. The german advances in the "battle of the Bulge" Where, logistical failure kept the nazi's from fully advancing ( troops ran out of ammo and some troops ran out of fuel )

      The supply /convoy routes to england were a great example of logistics at it best from both sides.

      the USA carrier support fleets in the Pacific Ocean, Always on a full tank of petrol.

      In the american civil war, Confederate troops made it all the way to NJ, but the supply lines were not well defended and they had to pull out.

      -ONEPOINT

      --
      if you see me, smile and say hello.
    3. Re:World War II Online by Anonymous Coward · · Score: 0

      I know WW2OL. Heck, I was one of the writers of the Tech Manual. (I'm Webs and I'm a TechPub geek.)

      WW2OL is a great concept and an OK game. It suffers from huge computing overhead, poor GUI, and very little way to incorporate new or non-squad-member players. The problem for strat in WW2OL is related - there are too many small-scale individual or small group attacks happeneing that it's very tough to use strategy on anything larger than platoon or maybe - if you're lucky - company level.

      On the other hand, I have no desire to play FPS or fantasy games. StarCraft leaves me cold, because when you design a SF game, you have no standards to aim for. Anything you design for the game can be a just-so story, without real-life strategic or tactical implications. Games based on real life, on the other hand, have to adopt more reliance on real-life data and implications. It amkes it more real.

      If you want strategy, specifically WWII-related, try Combat Mission. It is by far the best strategic and tactical game out there, even if you play it solo. Those mad rushes forward that work in SC will get you slaughtered in CM. It's consistently the most challenging small-scale game out there.

    4. Re:World War II Online by //violentmac · · Score: 1

      ww2 online is a buugy pos.

      from http://www.oldmanmurray.com/features/ww2online/ww2 main.htm

      1.2.0 Patch Update
      Date: 07/12/01 06:00:00
      First the bad news: Satchels are debugged and code-frozen, but we've run out of unmapped keys and key combinations on a standard keyboard to assign them to. We are looking into possible keyless solutions such as signalling your intent to place a satchel charge by using a USB connected optical pen reader to scan a barcode. We wanted to keep the system flexible, so the barcode will be printed on a collectible foil sticker that you can put on the side of your case or maybe your monitor or really anywhere within the length of the optical pen's cord - tentatively three feet.
      Now the good news: Grenades are in! Our commitment to bringing you the actual battlefield experience has resulted in the most realistic depiction of maintaining and throwing a grenade ever attempted. Here's how it works:

      -Press shift-7 to inspect the grenade for obvious defects.
      -Press shift-8 to inspect the grenade for less obvious defects.
      -If a defect is found, you will be alerted. Press shift-E to "Enter" the grenade alert screen so that grenade alerts may be read. Alternate between pressing shift-7 and ctrl-8 relatively quickly to correct the obvious defects, faster for less obvious defects.
      -If fixing the defect is not possible, you will be alerted to return to the nearest Resource Center where you must turn in the grenade at the flag station by pressing alt-M.
      -Press ctrl-L to ensure that the fuze is not unscrewed from the body of the grenade.
      -Press ctrl-L again to visually inspect the safety pin
      -If the pin appears partially removed, press cltr-l a third time to carefully push it back in place. Note: Any time you monkey with the pin, make sure you're also pressing shift-A to hold the lever securely down.
      -Press shift-L to visually inspect the grenade for dirt.
      -If the grenade appears dirty or grimy, press M to engage your damp cloth (this replaces the 'map' key), Press shift-M several times to wipe the grenade.
      -In order to simulate a structural peculiarity that surfaced when grenades of this era were wiped too vigorously, you probably want to once again visually inspect the pin by pressing ctrl-L.
      -In order to further simulate battlefield conditions, pressing alt-R will erroneously connect the grenade to your clothing by the pull ring. We do not expect this option to be utilized much; it's simply there for historical accuracy.
      -Soldiers of the era on both sides had a recognized fascination with attempting to modify their grenades using tape or wire - always against the strong reccommendations of the manufacturer. The alt-P/shift-P sequence simulates this preoccupation. After using the 'equpiment modification temptation' option, there is a good possibility that the grenade will explode in your hand. Though there is a chance that it will not.
      -Okay, soldier, you're ready to throw the grenade! Right after you press shift-V to open your ammunition pouch and then, using a combination of the shift key and the hat control on your joystick, rotate the grenade so that the pull ring is pointing down.
      -Press J once for each of the following actions: a) Remove safety clip b) Pull pin c) Throw
      -Find cover immediately! Do not wait for the grenade to land!
      -The Grenade is a two-man crewed armament. While you look for cover, the 'spotter' should be positioned at a distance where he can safely watch the grenade land so that between the two of you, someone can probably see what happens.
      -Though he cannot carry any grenades himself, the 'spotter' has his own damp cloth which he can use to help wipe off your grenade.

      Have Fun!

      Chris "Mo" Sherland
      WWIIOL's Producer

      --
      --------

      get jiggy w/ ayn rand!

    5. Re:World War II Online by Anonymous Coward · · Score: 0

      I'm writing my doctoral thesis on the Southern occupation of the North in the Civil War. The lack of supply lines (ie - no railroads) didn't help their cause, but if you've ever ben to New Jersey, you'd know ehy the confederates turned around.

      A small group of deserters did rob a bank in Vermont while fleeing to Canada, though.

    6. Re:World War II Online by CrackWilding · · Score: 1

      You mean real world strategies are used over months or weeks. Tactics tend to be on a scale of minutes, hours, or possibly days.

      I've noticed across this topic that many people can't seem to distinguish between tactics and strategy, which makes me wonder what the discussion is really about.

      --

      Visit sunny Knowumsayin.com, home of the pork shirt.

    7. Re:World War II Online by CrackWilding · · Score: 1

      Uh, what Confederate troops made it to New Jersey? Was this some little cavalry raid or something? Frankly, I'd have to say that any Confederates in New Jersey were probably lost. After all, I can't imagine there was much they could have done there beyond destroying some easily replaced supplies...

      --

      Visit sunny Knowumsayin.com, home of the pork shirt.

    8. Re:World War II Online by onepoint · · Score: 1

      Interesting that you ask. I came about this fact when I was in southern jersey ( just 20 south of camden) looking at some land about 10 years ago. Found this little monument on the property. 65 confederate killed ... did some research later on it ( I thought I could buy the land then resell at a profit to the government). Seems like a force of 600 came into town, took cows, flour, and other food stuff. paid in confederate notes and were shot at, all in their march. The marker is one of their camp sites.

      -Onepoint

      --
      if you see me, smile and say hello.
    9. Re:World War II Online by ScuzzMonkey · · Score: 2

      Plus, since all units are actually played by real people, you do have an element of morale, as well. It's interesting to read the game boards for the side that is winning and compare them to the losers and see the differences in attitudes. One good, solid breakthrough on a hard-fought stretch of the line can really boost the morale of the attackers, and shatter the mood of the defense and lead to a rout. Equipment that is poor lowers morale; lack of communication and coordination leads to defeat.

      It's a very interesting concept, and very promising as a base to build upon. The real 'war' has not even begun yet and these factors are already important--when the RPG elements are tied in and the supply lines are fully visualized it may become both the best tactical and strategic simulation on the market today.

      --
      No relation to Happy Monkey
  7. Sudden Strike by Germantrout · · Score: 2

    Have you tried this game? It's a WWII based RTS that requires some actual thought. Probably the hardest RTS i've ever played.

    1. Re:Sudden Strike by Anonymous Coward · · Score: 0

      Yeah.. Sudden Strike really is allot of fun. Many times I have to use the cheats just to get the lay of the land.. OMG>. the enemy artillary is insane ! GO SNIPERS!

      Oh.. did i forget to mention? There are NO production facilities.. you have to get your engineers to the front line, and supply trucks in the line of fire to re-arm out of ammo people.

    2. Re:Sudden Strike by guru101 · · Score: 1

      Yeah Sudden Strike rules! One of the only games out there where you really use your noodle, or just send snipers in to wipe out the heavy artillery and officers! The expansion should be out by now. It has African Campiagn missions. I gotta go check.

      --
      x/0=x
  8. Sim War? by TopShelf · · Score: 4, Interesting
    Perhaps one model to consider would be from the Sims - various military units in the field would have ratings for Hunger, Morale, etc. that would update on an ongoing basis. This would require commanders to assemble a complete force, rather than just send in the mob.

    For me, the hallmark of a good strategy game is that multiple "styles" are available and effective...

    --
    Stop by my site where I write about ERP systems & more
    1. Re:Sim War? by 17028 · · Score: 1

      Sounds a lot like Close Combat. They've got morale and all that, and it has a very real effect on the battles. However, it doesn't involve building troops (but that's more historically accurate for a tactical game anyway).

    2. Re:Sim War? by swanky · · Score: 1

      A game called Stronghold kind of encompasses what you mentioned.

      It's a builder/RTS game...i guess kinda like red alert..but more elements are involved.

    3. Re:Sim War? by DeadMeat+(TM) · · Score: 4, Funny
      Just what we need . . . soldiers who fight like Sims!

      General: "Soldier, I want you to invade that building."
      Soldier: "Blah, blah, blah, blah, blah!" [puts gun on ground]
      General: "That's an order, Soldier!"
      Soldier: "Blah, blah, blah!" [starts crying]

    4. Re:Sim War? by JabberWokky · · Score: 3, Interesting
      Unfortunatly, there are plenty of cases of soldiers doing just that. Plus soldiers who commit suicide by ignoring orders and thowing themselves into crossfire. The latter generally earns their family a bit of metal on a ribbon.

      The biggest problem about unit level control is that units are *highly* unpredictable. Some get themselves killed quickly, and some crew though territory with novel solutions to the various situations that hit them. Sometimes a cut in supply lines utterly destroys a group, other times they find some way to eat (generally by looting the locals).

      There is no one "mind set", and different cultures produce completely different sets of soldiers, even between generations. You can generalize a bit - the Huns were masters of psychological warfare, the Japanese defended their homeland to the last breath and were highly heiarchal, the Americans tend to be much less rigid and more innovative, the British consolidate gains well, etc. But how much of that is due to a few men, both on the field and directing the battles? Americans in the Revolutionary war were innovative due to their own initiative... in WWII, they had the likes of Patton and Doolittle, who were reckless fools compared to Monty.

      But what about in Warcraft and other non-history based RTSes?

      RTSes are a game, not a simulation. For one thing, battles seldom are "won" as soon as an objective is reached, and, while human history is full of wars of genocide (they were the most common form in early history), they have become increasingly rare (Osama's jihad being a good exception), but are common in RTSes.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    5. Re:Sim War? by Goonie · · Score: 2

      WRT Patton and Doolittle vs Montgomery, isn't there an contrary body of opinion which says Montgomery was a stodgy plodder who wasted golden opportunities while he sat around and piled up equipment, whereas Patton seized opportunities as they were presented?

      --

      Any sufficiently advanced technology is indistinguishable from a rigged demo
      --Andy Finkel (J. Klass?)
    6. Re:Sim War? by c_jonescc · · Score: 1

      Several years ago I tried to create a Marxist Paradise in Sim City, and everyone left my city because taxes were too high, and I built no stadium. You cannot think outside the box with Sim brand. Sim war with strategy: Build troops attack early = win Otherwise = lose

      --
      Getting diabetes AND salmonella would be a bad weekend.
    7. Re:Sim War? by Anonymous Coward · · Score: 0

      Your conclusion is wrong. There is no such thing as a Marxist Paradise. Don't blame the game for being more knowledgable than you.

    8. Re:Sim War? by DNS-and-BIND · · Score: 2
      The "unpredictable smaller unit" thing has been done in games, and gamers generally hate it, due to the unpredictability. "Waah, I told those guys to take that objective, and they farted around and got killed instead"...even though it's realistic.

      But the root problem with the whole "there's no strategy in real-time strategy" is that computer gaming is about winning, not playing. Most paying customers of gaming companies would rather rack up wins with a "wins every time" method than be forced to strategize on their own.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    9. Re:Sim War? by JabberWokky · · Score: 2
      gamers generally hate it, due to the unpredictability.

      That's why I said "it's a game, not a simulation". Chess is very unrealistic, but as a battle game, it has endured centuries. It's sucess is not despite its lack of realism, but instead due to its level of abstraction. The same goes for both Risk and Command & Conqueror. A good simulation does not make a good game... the artistry of warfare game design is what to take and what to leave: what to make central to the mindset of the game and what to simplify.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
  9. I'll show you a game of real strategy.. by k98sven · · Score: 2

    .. on the 30:th.

    (Three days left 'till Civ3!!)

    1. Re:I'll show you a game of real strategy.. by Derkec · · Score: 1, Redundant

      "I'll show you a game of real strategy ... on the 30th"

      amen

    2. Re:I'll show you a game of real strategy.. by Otik2 · · Score: 1

      Civ II doesn't have perfect strategy... but it sure is close. And near infinite replay value. If someone wanted to make a game with complete strategy, Civ II definitely would make a great base... so let's wait for Civ III!

    3. Re:I'll show you a game of real strategy.. by Anonymous Coward · · Score: 0

      You lucky american bastards... I live in Sweden, and I'll have to wait until the 16th for civ 3.

  10. We'd need interface improvements. by Christopher+Thomas · · Score: 2

    If real-time strategy games required much more in the way of "strategy", we'd need drastic changes to the game interface.

    Even with grouping and quick unit selection, I'm hard-pressed to manage more than two or three groups, and I'm in serious trouble if I have to deal with more than one part of the map at a time.

    Multiple windows would help for this, but you'd still have the player having to divide their attention in real-time. You could give groups of units enough AI smarts to implement strategies you give them autonomously ("General PFault, take your troops to the ambush point and wait for my signal; then support my troops"), but then it becomes more of a computer-vs-computer game instead of a human-vs-computer/human game.

    It's an interesting problem, and the easy solutions don't work very well. It'll be interesting to see what, if anything, finally emerges.

    1. Re:We'd need interface improvements. by ClassicPenguin · · Score: 2, Insightful

      How about letting you build up a base of AI rules that you invoke while you play? Every human has limits, so there's only so much you can do / invent / control / comprehend during real-time game play, but if you can apply your cleverness ahead of the game then unleash AI hell on your command, that could be cool.

    2. Re:We'd need interface improvements. by ClassicPenguin · · Score: 1

      Which is, I guess, a restatement of your concept.

    3. Re:We'd need interface improvements. by Anonymous Coward · · Score: 0

      I think your post touches on the real problem. In a real war there are hundreds of people involved in the planning and implementation of a stradegy. To make a game like this you would only feasably be able to be one person (assuming 100% detail) and a game would take a long time. Weather you were to play the general responding to intellagence and then giving orders on the macro scale, or if it was reduced down to one single skirmish (much like Gettysburg) you are missing out on something that is there in the big games.

      As far as games I like:

      Gettysberg is fun, though the scope is a little narrow for lots of play.

      Civ/CivII/Alpha Century on a large or medium map are good, on a small map it's too much, get army, attack, win.

      Hammer of the Gods was also pretty good, though in multiplayer there was too much people to computer interaction for it to really feal multiplayer.

      Thats all I have to say about that I guess

    4. Re:We'd need interface improvements. by TGK · · Score: 2

      Yes and no. I think the real trick of it is that we're depending to much on the computer to move our troops. I've been working on a concept sketch for a RTSgame utilizing a hybridization between engines like homeworld and quake set in deep space.

      The trick, of course, is to drop the computer components as much as possible and go with massively multiplayer.

      Oh, and in other ironies, we share the same name, so this is really creepy.

      --
      Killfile(TGK)
      No trees were killed in the creation of this post. However, many electrons were inconvenienced.
    5. Re:We'd need interface improvements. by CaseStudy · · Score: 1
      You could give groups of units enough AI smarts to implement strategies you give them autonomously ("General PFault, take your troops to the ambush point and wait for my signal; then support my troops"), but then it becomes more of a computer-vs-computer game instead of a human-vs-computer/human game.

      I believe Master of Orion 3 is working on something like this, where you have AI-controlled subordinates doing the micromanaging for you. Should be interesting when it comes out...

    6. Re:We'd need interface improvements. by am+2k · · Score: 1
      you'd still have the player having to divide their attention in real-time

      What about playing *with* your friends? In StarCraft, that mode is called "Team Free For All". For example, you are responsible for 3 teams, and your friend is responsible for another 3. In a LAN-game, you can discuss that with your partner (or use Roger Wilco). Much better than any AI.

    7. Re:We'd need interface improvements. by _ph1ux_ · · Score: 1

      managing large amounts of information like that is a problem for many people - which is why we need an RTS that allows for real-life grouping. i.e. one commander who gets an interface tailored to organizing the different battle units. one guy gets a battalion of tanks - another commands the infantry - and all their move are coordinated through the commander. and you can have multiple groups on a side. so in a MMOCSS (combat strategy sim) you will have many groups on each side - and then you could have a general who can guide all the battle groups. maybe even have people dedicated to resource management as well.

    8. Re:We'd need interface improvements. by Anonymous Coward · · Score: 0

      Has anyone played RainBow Six for playstation?
      I has a nice interface where you can coordinate a couple of temas over a map and make them do thing like cover, ambush, hold for signals, etc.
      This way you can actually make an attack plan and coordinate your actions with the computer without playing both teams at the same time.

    9. Re:We'd need interface improvements. by great+om · · Score: 1

      this is what Starcraft needed in buckets. Basically, this is a situation that bothered me. Units would have all these special skills, but you had to babysit them to use them. For instance, Wraiths had this great cloaking ability, but you had to watch them and click the button at the right time, or you'd waste the ability. I really wanted a scripting engine that let me say
      if wraiths = attacked THEN wraithcloak.

      or if Ghost= attaCKING(Tank,PLane, non bio unit), activate lockdown.

      --
      ------- Oh damn.... the Sigfile escaped... -Great OM
    10. Re:We'd need interface improvements. by Anonymous Coward · · Score: 0

      sounds like you'd like core wars. Text-only, but plenty of scripting :)

      I do recall some old Apple IIgs space combaty game where the computer AI was based on editable scripts. I'm not sure if you could write scripts for the human....

  11. Strategy is not what people want by dpease · · Score: 2, Insightful
    If you really want a strategy game, give one of those old Avalon Hill military simulation board games a try. I think you'll quickly come to the realization that even if that's what you like, the market is much larger for a game without a learning curve quite as daunting.


    As you've said, most "strategy" games are pretty streamlined, but I firmly believe that's because that is what most gamers want. I find most of the games were you have to keep an eye on what each of your cities is doing (i.e. the Civilization series) to be pretty tedious, and I know a lot more people that agree with me than disagree.


    I think there is a small market for the level or realism you are looking for, but such games will never sell as well or be as widely loved as the Warcraft series, regardless of how much more realistic they are.

    --
    Spare me your rationalizations. All I know is, stem-cell research kills a quasi-living four-day-old blob.
    1. Re:Strategy is not what people want by Germantrout · · Score: 1

      Hence why Sudden Strike never wen't big.... and civ and you said.

    2. Re:Strategy is not what people want by Meech · · Score: 1

      Currently in my house, which is filled with Computer Science majors, we have the following video game systems: NES, Super Nintendo, Sega Genesis, Nintendo 64, Playstation 2, not to mention the numerous PC games. You know which system gets the most action? The NES. Kung fu! Excitebike! RC Pro-AM! Mario Brothers! Come on!

      It all comes down to simplicity, the number of people that want really complicated games is not that high. Complex games have a small market. Some of the best times are spent playing drunken tetris!

    3. Re:Strategy is not what people want by Equinox · · Score: 1

      I second that motion...I do tech support, which, as any other "technical support specialist" knows, is usually nothing more than a big tape, repeated infinitely. I need something to keep busy with, as I'm going through my script...so what do I end up doing? Playing Super Mario Brothers. Heh, I can get through every board in the game 3 times on most of the sign-up calls...

  12. What we need... by Angry+White+Guy · · Score: 0

    What we need from a strategy game is a true, non-linear plot. Instead of the same boards every time you play, the same enemies, the same game day after day, we need a plot that is more of a large web instead of a line. If you make a mistake, you don't die. You just move to a different point in the story. But the gaming industry keeps telling us that we want short-play games with big graphics. Maybe it's time we stop letting them tell us what we want.

    --
    You think that I'm crazy, you should see this guy!
  13. Stars Supernova by Anonymous Coward · · Score: 0

    Check out Stars! Supernova at http://www.crisium.com, due out soon.

    If it's anything like its predecssor, Stars!, you'll have all the stragegy you could ever wish for. Stars! games take anywhere from 3 months to a year and require you to think game-years in advance, use tactics, create alliances, trade, play the diplomatic role, research and more more.

    There's nothing like building an empire up over a month of real-life time, creating diplomatic relations, carefully researching and building a force, choosing your enemies carefully, and then seeing the success of a tactical strike that took you a week just to setup.

    Can't wait for the release!

    1. Re:Stars Supernova by Anonymous Coward · · Score: 0

      Thank you Mr. Stars! Marketing Representative.

    2. Re:Stars Supernova by Rog7 · · Score: 1

      Geez, hasn't Stars Supernova been 'due out soon' for about 5 years now? At this point the original Stars is annoyingly difficult to purchase in North America.

  14. Starcraft by CaptCanuk · · Score: 1

    I don't know about you, but I noticed in most Starcraft games with multiple players (>3) and reasonably low resources + Fog of War, strategy comes into play. Allies move units into choke points on the map. Sometimes people use classic pincer movement or hide troops elsewhere to sandwich incoming opponents. Scouts becomes prevalent to watch out for incoming armies. All RTS games have the capability of strategy inherently, it's just up to the discretion of the player to use it. Brute force is a strategy anyhow.

    --
    ---- The geek shall inherit the Earth.
    1. Re:Starcraft by famazza · · Score: 2

      I agree with our fellow. When multiple players it's strategic is really neede. I live with some friends, and when I survive the initial rush (both player's and computer's) I usually win agaist brute force strategy.

      With few and well placed units, used in the right order, I can vanquish most of the brute force opponents.

      But there's another point here, most brute force players here at home, learned it by watching computer players! So the makers of the games are playing brute force strategy.

      I know that there are more games that forces the use of strategy (or at least don't show how break it). But unfortunatelly starcraft isn't a good example for this (althor it's one of the best games ever)

      --

      -=-=-=-=
      I know life isn't fair, but why can't it ever be un-fair in MY favor!?
    2. Re:Starcraft by Bonker · · Score: 2

      I don't know about you, but I noticed in most Starcraft games with multiple players (>3) and reasonably low resources + Fog of War, strategy comes into play.

      If you play Starcraft online (on Battlenet, probably), most of the people you'll play against want to play on maps that have 'infinite minerals', ie, enough minerals so that they don't have to concern themselves with resource production when playing. This is the primary factor that makes Blizzard games like Warcraft and Starcraft enjoyable as strategy games. Remember that it's only *half* a war game. The rest of the game is about expansion and controlling territory.

      Classic Strategy examples include keeping cloaked/burrowed units around the map in areas which players are forced to expand to. This may also involve camping and controlling 'choke points', although really good maps will never have so few choke points that you can't flank your enemy, just like in the real world.

      Also, when it comes time to controll bases with limited resources, diversionary tactics and alliances become paramount.

      Attack the front lines with enough planes to make your enemy commit his troops, then fall back to regroup with a greater force, drawing the troops out of the base.

      Then have an ally invade the base with the bulk of his forces, preferrebly with cloaking or teleportation techniques.

      The point is that strategy does exist in these games. The vast majority of people who play them don't understand this. When these kind of people play against people who do understand strategy, they lose.

      --
      The next Slashdot story will be ready soon, but subscribers can beat the rush and slashdot the links early!
    3. Re:Starcraft by HeyBob! · · Score: 2, Insightful

      Brute force is fine in a game but what about a real war - you can't just throw man and machine at the enemy without a real cost. Games don't reflect this. I remember playing a game of Starcraft vs a friend, and that's how I won - just wave after wave of expendable troops and machines. Later, I wondered about those "lives". They should have complained or rebeled over these suicide missions and the people back at HQ would have balked as well. It would be a nice feature, in a game like Starcraft, where there was some balance between the sacrifice of war and the need for intelligent command. Kind of like the difference between WW2 and the current war on terrorism. Back then it was OK to fire-bomb/nuke cities into oblivion, killing 10's of thousands a day, where today, we fret over every life lost (on our side at least)

    4. Re:Starcraft by Derkec · · Score: 2


      A couple of smart people playing Starcraft will certaintly use one of several strategies they've cooked up. I agree with you all there. What I think is needed is a strategy game where the computer has a number of strategies to choose from and picks one that seems appropriate (with some randomness). When playing against the computer, I would like it to be skillful enough to bring a solid rush but not always see that rush. Sometimes it could use lots of cloaked units, sometimes none. I don't think I see this sort of behavior from many games, but then again, I could be wrong.

    5. Re:Starcraft by jthill · · Score: 1

      Check out TacOps.

      --
      As always, all IMO. Insert "I think" everywhere grammatically possible.
    6. Re:starcraft by Anonymous Coward · · Score: 0

      wtf u piss ant modifiers. 0? you cocksucking scumbags. this whole topic is based on one dumb shits opinion that has no basis on fact. who the fuck do u think u are? there are so many fucknig good strategy games u couldnt name a quarter of them. i jsut listed one, i proved why u were horribly wrong, and u gave me a 0, fuck you! were you angry because you realized you were a moron for posting such a queer topic?? you are a grade-A fuckup. go get a life, either that or die.

    7. Re:Starcraft by Anonymous Coward · · Score: 0

      I would like to thank you for making that comment.
      The poster seemed to be the kind of guy who sits around, builds his technology up, and waits for a bunch of tanks to come kill him, and get mad about it.
      In Red Alert 2, playing against the computer brings out many strategies with the computer playing. For example: flying in a bunch of engineers with a helicopter, Killing the Harvesters (along "supply lines" no less), using spies to steal your technology, running in terrorists. However, to have any problem against the computer I have to set the game speed to NUCLEAR.

    8. Re:Starcraft by TheRevenant · · Score: 1

      This is a natural side-effect of being able to 'build' units. About the only game I've seen where this makes sense is the original Total Annihilation with it's nanotechnology and robot troops.

      Ah, now if you had to recruit troops from local villages or something that would be very interesting. Or even if the game kept track of the population. If you're an extension of a larger war, your troop allocations will be constrained by the empire's war needs. If you're the entire war force, you're limited to the population of your empire (and you want to leave enough people to keep industry going too).

      Aha! That's it! What if you had a finite pool of people (or a slow rate of 'growing' more) and the more that _weren't_ warriors, the faster your side could advance technologically and industrially?

  15. One word baby by Corith · · Score: 1

    MUDs. The only time you can have "real" strategy is when a true human plays each character. I'm talkin about MUDs guys. Can't beat them, and the graphics are unbelievable!

    --
    user corith signing off...
    1. Re:One word baby by Anonymous Coward · · Score: 0

      No, that's a MMORPG. Hack and slash, no strategy aboot it.

  16. Tactics Schmackitcs by freeschwag · · Score: 1

    Fact is, most people in this country don't understand complex tactics anyway, and so making a game that had any more tactical depth than a good game of Counterstrike would leave the general gaming populous dunbfounded. Those organized players are already playing organized games of Q3(&/or TFC), Red Alert(pick a version)/Starcraft/Warcraft, etc etc. So what's the use of developing a game for a small group of tactical commanders? Software is written for the masses so those companies can make a buck, and even then some of them go under. That's my 2 cent rant....

    Freeschwag

    --
    Tweet, tweet, all id10t's out of the gene pool, open swim is over.
  17. The problem here is... by Tim_F · · Score: 1

    You are trying to apply what are basically "real wat time strategies" to a game thatw asn't designed for them. The difference is that when Blizzard made Starcraft, they came up with their own new set of "strategies." The Terrans can do somethings eg: cloak their ships, etc. The Protoss are not capable of this, so you have to come up with a way to deal with that. You can do it by either having probes, or ground cannons. All in all, it is still very simplified, but with the amount of man hours required, it would not be feasible to implement real war time strategies into games at this point. It may not even be that fun for a single player/head to head game if we could.

  18. Civil War by firemoth · · Score: 0

    As You've mentioned about supply lines, morale and what not, i'v been playing a game called "Civil War (Robert E. Lee: General)" for a fair few years now, the graphics arent great, the gameplay isnt something comparable to what people prefer today, but the game isnt all that bad, every now and then i have an urge to install the game and have a go, the game truely does involve strategy.

  19. probably "Operational Art of War" or Road 2 Moscow by ruebarb · · Score: 4, Interesting

    This has been debated forever in wargaming forums...Is a game a real strategy game if you actually can control individual units? Realistically, a real simulation would have the same intelligence as a battlefield commander (not much and mostly misleading) - and you wouldn't be controlling individual units...you'd give orders for objectives...and then you'd wait to hear if you were successful or not ... Right now, the way most games are (RTS or Turn based)..you know right away and you make decisions based upon 100% accuracy of the battlefield...which almost never happens.

    Computer games have fixed this somewhat...you can be a bit more vague or have battlefield "fog" - but the same issue remains...the typical wargamer has a hell of a lot more knowledge and control of his tactial situation then a real life commander..(at least back then...maybe not so much now)

    The closest we were coming was Road To Moscow...a real time corps based simulation of the WWII Russian Campaign with flexible AI...problem is...game got shuffled so many times there is no publisher...the developer is currently MIA...I guess it's a good idea in the trash heap...although there are still discussions on www.wargamer.com

    Otherwise...the best tactical game i can recommend is Norm Koger's The Operational Art of War (talonsoft....www.talonsoft.com) - a great tactical simulation that covers supply, replacements, generic troops...and although it's turn based...you never really know which attacks will end the turn.

    --

    ----------
    ah honey, we're all resplendent - Bill Mallonee
  20. Strategy vs. Tactics by Pov · · Score: 2, Informative

    Games like Starcraft do have a lot of strategy:

    the science and art of military command exercised to meet the enemy in combat under advantageous conditions

    but usually degrade heavily when it comes to tactics:

    a method of employing forces in combat

    The problem is that it's easy to implement strategy into RTS games. Sure, things like supply lines are lacking in most RTS games, but I think there are a few of them out there that have it. The strategy of the average RTS player is build a bunch of troops, send them in. The send-them-in part is where the improvement is needed. Advanced tactics like, "flank to the north with long range artillery to afford cover to our ground troops moving into position" are almost impossible in an RTS because the action is so quick and there are so many units. In real battles, the tactics and strategy are imparted to respective commanders who then handle the minutia of getting each unit where it belongs. You just don't have time to do that in most RTS games and even when you manage it, they don't provide enough of an advantage to you for doing it. The horde of medium troops often still wins.

    Unfortunately, the only solution I can see would also kill the game. Slow it down. Some (like me) would still play and love it, but the vast majority of players (13-year-old hothead trash talkers) would get bored and frustrated when they get beaten by smarter opponents. And we all know the gaming industry is about selling to as many people as possible. That's why turn based strategy games take such a backseat to RTS games.

    I wish it wasn't so.

    --
    --- Don't be a player hater: I meta-mod ALL negative mods as Unfair.
    1. Re:Strategy vs. Tactics by Anonymous Coward · · Score: 0

      This is exactly why I love Myth. It's a real-time TACTICAL game. You are given the troops and given objectives. It's up to you to control them, they have AI but it's pretty limited. You can build up heros by having them survive each level, but other than that there is no building involved. In multi-player you can choose the troops you use on a particular map based on point values. That is, some troops are more valuable but cost more, some are less valuable but less expensive. It works out very well, especially since many troops complement each other and make for some interesting combinations

      Perhaps this can be expanded further into a viable mixed game type. You could have phases of the game. One phase would be the building phase where you spend some time setting up the troops and the support network. Then at a pre-set point (buildup level, time, position, etc) it would switch to a tactical setup where you could attack the other people's bases, accomplish objectives, etc. All of the building would be fixed at that point, maybe there would be some control over units being produced but little else.

      It would be similar to changing time or distance scales. The strategy phase would represent decades of development or entire areas of development. The tactical phase would be real time or in smaller area such as a battlefield. It would be like the difference between having a battle and having a war.

      - Graff

    2. Re:Strategy vs. Tactics by lukel · · Score: 2

      Strategy is considered the high-level, where the theater-level commanders and above are.

      I suppose that's one way of looking at it, IMO a rather sloppy one. It's not the one used in game theory where a strategy is complete contingent plan, i.e. you have a plan for whatever your opponent might do. IMO a real strategy game would be one with more than one optimal strategy.

    3. Re:Strategy vs. Tactics by Golias · · Score: 1
      It's good to see somebody finally mention MYTH.

      No farms to build... no spawning units. Just tactics, blood, and mud. With good looking graphics and a fantasticly well-thought-out physics engine.

      Myth has got to be one of the most underrated and overlooked battle games of the last few years.

      --

      Information wants to be anthropomorphized.

    4. Re:Strategy vs. Tactics by PhiloMath · · Score: 1

      You're absolutely right. The games need to slow down, but this can only be done one way without significantly impacting playability: we need bigger maps and more detailed terrain. I think the standard practice of "must be playable at 640x480" has contributed to ridiculously short unit ranges, ridiculously small maps, and game play that is so fast and condensed that you can't make out the distinct advantages of some units over others. The other issues like supply lines, detailed unit status, etc. will seem more obvious when your base doesn't occupy one side of the screen and their base the other.

      A good example of this is Starcraft's Vulture unit. A very nimble unit, potentially the fastest in the game if I'm not mistaken. Hardly ever used. Why? There's no need for recon in Starcraft. If their base isn't at spawn point 1, then you know they're at spawn point 2. Once actual recon is actually useful, I think much of the rest of the strategy will fall into place nicely.

      Total Annihilation was kindof getting the map thing right, but not completely. The gameplay just wasn't as well done as Starcraft.

    5. Re:Strategy vs. Tactics by basking2 · · Score: 1

      I suppose that's one way of looking at it, IMO a rather sloppy one. It's not the one used in game theory where a strategy is complete contingent plan, i.e. you have a plan for whatever your opponent might do. IMO a real strategy game would be one with more than one optimal strategy.

      First, please do not strike the author because he is using the battle-related definition of the word. It's pedantic.
      Note that in "game theory" we are dealing with different components than game design. The two fields are related, but achieve different ends. Game design seeks to be entertaining while game theory is looking for solutions. If we make a chess player that always wins, thats bad game design. No one wants to go lose a game... it's not fun! However, it would be great for game theory and game research. I, personally, don't like segmenting off AI into a seperate class called "game theory" as I haven't been convinced yet that it is a truely seperate set of problems, but that's just me. :-)
      Getting to the idea of a strategy being a coplete contingency plan: a contingency plan for all sitations means most basically that the AI will not have no action. If it our AI code walks a robot across the street and a meteorite hits it, did we not have a contingency plan? Of course we do! We send out the wrecker bots and clean up the mess. My point is that contingency plans are not solutions to problems, they are what we do when our plans fail. In a game against a human, to have a solid plan that is derived from AI computation would take too long for real time games and so canned strategies are used in practice. Again, this is not how "game theory" does things because we want to have good AI, not entertaining AI.
      One final note on contingency plans is that to have a coplete contingency plan you just include "run away" as the fall back. That satisfys the definition. Other wise you need to have a completely accessible world, which is not very commmon in strategy games. The point of many (if not most or even all) strategy games is to compensate for the unknown, be that deployment, arms balance, or intentions with strategy and tactics! You do NOT fight wars on two fronts! That is a strategy. You put pikes in from of your archers. That's a tactic. They are different, and so long as we diolog about war games with people knowledgeable about real war strategies and real war tactics, the differences and the elements of them, I say we use the proper vocabulary and pull our heads out of ivory towers or learnedness.

      I hope I've presented my point well. If you have a reason for asserting that such a distinction is "sloppy" I am interested in hearing it. It would seem that the contexts make the point irrelevant or again, pedantic.

      --
      Sam
    6. Re:Strategy vs. Tactics by fferreres · · Score: 1

      A problem arises with the distintion. How do you know what's the best Strategy if you don't how much would that Strategy cost you? How much it would must be solved at the Tactical level.

      Many wars are won at the Tactical level even though the Strategy level gets the "awards". A simple example: a good strategy will certainly not help you in a chess game unless you know exactly how to tacticaly get an advantage from it. When a Master studies a new strategy, he has to stusdy ALL the tactical consecuences as well, and i mean ALL OF THEM and as deep has his team can crank to.

      In real life, it's the same. "The strategy of attacking the talibans in order to make them lose Afganistans control". Mh, how?

      They should better look at all the acceptable tactics (ie: this is not allowe, this is acceptable, etc.) and then with that Toolbox, devise the best strategy.

      I don't know if i am making my point clear but the Strategy that goes like "1) Jim will command this swad. 2) Jim, go take the hill" does not make a game any more Strategic than moving individual units.
      In the core, you need to be able to fully understand the Tactical level, and then abstract and put the pieces together into a scenario where you know where to hit, what is expected by the oponent, what are your key advantages and weakeness and things like this to devise a "real" strategy.

      --
      unfinished: (adj.)
    7. Re:Strategy vs. Tactics by lukel · · Score: 1

      If you have a reason for asserting that such a distinction is "sloppy" I am interested in hearing it.

      The same reason as a distinction between 'high' and 'low' is sloppy: it doesn't tell you how to divide things into two piles without depending on an arbitary cut-off point.

    8. Re:Strategy vs. Tactics by Squirrel+Killer · · Score: 2
      ...[A] good strategy will certainly not help you in a chess game unless you know exactly how to tacticaly get an advantage from it.
      But similarly, a good tactic is nothing without the strategy fit it into. Having one, but not the other, is a sure road to defeat. How do you know what the right tactic is if you haven't worked out the strategy? In my own chessplay, I'm strong tacticly, but my strategic game sucks. Tacticly, the US won in Vietnam, strategically, we lost there.

      The gripe about RTS games is that they're really RTT (Real Time Tactic) games and ignore the strategic elements. Warhammer tries to insert some strategy by making your forces persistent across missions. Try to kill everything on the map, and you'll probably lose enough troops to make later missions much harder. But ultimately, this too is just another RTT game, just with more consequences for bad tactics.

      The dictionary definition is helpful here; Strategy: "The science of military command, or the science of projecting campaigns and directing great military movements; generalship." - Tactics: "The military science that deals with securing objectives set by strategy, especially the technique of deploying and directing troops, ships, and aircraft in effective maneuvers against an enemy." By these definitions, the best strategy game might be Civ or Empire since they are fought on the campaign scale and not just the mission scale.

      -sk

  21. How to ensure opponents are strategic by skoda · · Score: 4, Insightful

    What could a game developer do in order to insure actual use of strategy in a game intended for it?

    Require all potential buyers to swear an oath on their mother's grave that they will only play strategically.

    Seriously, if you want opponents who use solid strategy, get good opponents.

    Even playing a pure strategy game, like Chess, won't force someone to play strategically. An opponent is still free to play randomly -- they just won't win, most likely.

    Moreover, mass units in an RTS is a strategy, and a valid one. This is essentially the strategy the US has used in some recent wars (victory through overwhelming force applied quickly to the key locations). What you really want is a game where players use different strategies.

    Back to chess -- there is no unit production, so there are no "mass unit" strategies. A game where all players have identical starting units would remove that strategy. But then gameplay might suffer in other ways.

    1. Re:How to ensure opponents are strategic by am+2k · · Score: 1
      Back to chess -- there is no unit production, so there are no "mass unit" strategies. A game where all players have identical starting units would remove that strategy. But then gameplay might suffer in other ways.

      Yes, I can see it now:

      1. Start game
      2. Send units to enemy
      3. BOOM
      4. Maybe win (chance of 50% when playing against one enemy)
      Time per game: 5 minutes
    2. Re:How to ensure opponents are strategic by Bert64 · · Score: 1

      Indeed, this was the strategy used by the germans during WWII, they called it "Blitzkrieg" meaning lightning war, and it was certainly effective, And you would expect a strategy which is effective in a real war, to be equally effective in a simulation.. otherwise it`s not an accurate simulation.

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    3. Re:How to ensure opponents are strategic by Mr+Fodder · · Score: 1

      Back to chess -- there is no unit production, so there are no "mass unit" strategies. A game where all players have identical starting units would remove that strategy.

      This is one of the many sound concepts used in the Myth style games - and it works. Because your unit resources are limited, instead of constantly mad-rushing your opponent you try to control more tactical locations like hills or choke points. You attempt to protect your weaker yet more useful archers. If you play as the undead you can hide in water to attempt to ambush units from behind.

      These situations are certainly more heart-pounding and satisfying then the ho-hum of "Well, I have 40 tanks now, guess I'll attack and see what happens".

    4. Re:How to ensure opponents are strategic by crayz · · Score: 1

      try playing Myth & Myth II

      That's not what happens, and I find Myth II to be a much more enjoyable game than anything from Blizzard.

    5. Re:How to ensure opponents are strategic by Mathonwy · · Score: 1

      Funny how chess games never end up like that. :P

    6. Re:How to ensure opponents are strategic by NetSettler · · Score: 1

      If you want a good small world to study, I'd go to Junkyard Wars on The Learning Channel (TLC). Most games are inherently top-down, identifying the high level structure of what you'll want to do and even often the tools you'll be using and leading you to just decide what order to press the buttons to make those tools achieve that goal. If you want strategy to be used, I suggest you being in a more bottom-up, Lego-like way giving some components with purposes that are not readily apparent but that invite experimentation, improvisation, and composition.

      It bugged me a lot that in Pharoah, for example, that when I worked out a way to manage a small region of a town, I couldn't encapsulate that and start to build bigger patterns from smaller ones. There were no compositional tools. And eventually the game dies of its own weight because one gets tired of dealing with things at the micro level, and the time spent dealing with that distracts from the fun of building bigger patterns.

      Computer scientists know that you can't build bigger and bigger things without creating aggregations (and aggregations of aggregations, and so on) or without creating abstractions and hiding detail; game designers need to come to grips with the fact that game players need these same tools to keep a game from wearing out. The issue of a commander having to give orders and have others implement them doesn't just add "realism", it adds tractability. It keeps the game "possible".

      --

      Kent M Pitman
      Philosopher, Technologist, Writer

    7. Re:How to ensure opponents are strategic by am+2k · · Score: 1
      try playing Myth & Myth II

      I actually played both Demos, which I enjoyed very much. I particularly liked the fact that each unit had his/her own name and identity. But it's only designed for single-player, and my main excuse for playing at home is to train for LAN-parties :)

    8. Re:How to ensure opponents are strategic by Anonymous Coward · · Score: 0

      That's sort of an oversimplification. A blitzkrieg attack isn't simply sending in a ton of troops in all at once, as is done in these RTS games. It's a very strategic progression. Every military group had a very specific role. The stuka dive bombers would knock out communications/infrastructure and throw people into a panic, then nearly instantly light tanks would take over and begin pounding a city. At that point defenders were most likely in complete dissaray and panic as they tried to dig in or mount a counterattack...which left them in a perfect state for the transition to infantry.

      It was really one of those very fundamental shifts in warfare, like the phalanx, that seems incredibly obvious and simple now, but was revolutionary at the time it came into use.

    9. Re:How to ensure opponents are strategic by LocutusTS1550 · · Score: 1
      Moreover, mass units in an RTS is a strategy, and a valid one. This is essentially the strategy the US has used in some recent wars (victory through overwhelming force applied quickly to the key locations).

      Valid strategy? No it's not. Colin Powell cheated in the Gulf War with a lame tank rush. He was just like all those n00bies in games. He has no skills.

    10. Re:How to ensure opponents are strategic by Anonymous Coward · · Score: 0

      Ever played Close Combat?

    11. Re:How to ensure opponents are strategic by nabucco · · Score: 2

      Chess is not a pure strategy game - a player with great tactical skill and fair strategical skill will consistently beat a player with fair tactical skill and great strategical skill. Chess strategy is building long-term advantages like a well-placed knight, but if you can not see a pin or skewer 1, 2 or 3 moves out, such long-term strategical advantages are pointless. A lot of people tell me the Asian board game Go is a strategical game, while chess is a combination of tactics and strategy.

      Age of Empires was heralded as a great RTS game, and I have been playing it since it came out (AOE -> ROR -> AOK -> AOK:TC ). Ensemble/Microsoft is constantly trying to tune the game so as the game doesn't just crumble into "rushing" (in AOK, with Teutons; in AOE, with Assyrians) via patches and new versions. I do get tired of clickfests to see who can get built up to a level of strength the fastest, where I'm dead if I don't get to Castle age within 13 minutes.

      A lot of the strategizing takes place between games when people try to figure out which tribe has an unstopabble advantage. Another form of strategizing is working together in the game. To me this is the ultimate strategizing, it seems nothing is more difficult than organizing a plan with your teammates. A clan that has it's members working together as one unit is unstoppable. I've always thought of that as real strategy.

    12. Re:How to ensure opponents are strategic by Bert64 · · Score: 0

      Well, taking into account the lack of detail in most simulations, sending a whole load of units is the closest thing to blitzkrieg we could try.. but even in a real war, overwhelming force is pretty much always effective.. Steamroller them before they have chance to respond.. soldiers aren`t much threat if you blow them up in bulk while theyre aslep

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    13. Re:How to ensure opponents are strategic by Mad+Marlin · · Score: 1
      ... soldiers aren`t much threat if you blow them up in bulk while theyre aslep

      That is one of the things that would probably help out the game design a lot. Real units need considerable down-time. Humans can generally only operate 8 hours per day (more if necessary, but quality goes way down after that), vehicles need refueling and repairs/maintainence, and this generally can not take place on the frontlines (let's see you try to change the oil on your Buick with people shooting at you). Also, special units are needed to perform these tasks in real life. In the army, most of the people are not soldiers, but rather support staff.

    14. Re:How to ensure opponents are strategic by Eric+E.+Coe · · Score: 1
      Not totally true. First of all, it was Swartzkof (sp?) not Powell in operational command; secondly, he did the obvious strategy: flank the enemy's fixed position by going deep into the desert - the same strategy used by both Axis and Allies in North Africa.

      And the skill he did show is knowing when to shut up when his commander in chief had made an extreme blunder. I am referring to the infamous Bush I "stop order" that ended the war before we had finished off our defeated enemy for diplomatic/political reasons that, at the time and even more in hindsight, were totally lame. (And now we will have to do it again, do it right; and do it from a harder starting position. Sigh..)

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    15. Re:How to ensure opponents are strategic by Chromium_One · · Score: 1

      > most of the people are not soldiers, but rather support staff.

      Actually, that's how it used to be... once upon a time the US Army had about a 3:1 ratio for support personnel vs. shooters on the ground. Rumor has it (read: my old company 1SG has claimed) that these days, that ratio is close to being reversed.

      --
      When you live in a sick society, just about everything you do is wrong.
    16. Re:How to ensure opponents are strategic by Anonymous Coward · · Score: 0

      They both have great multiplayer.

  22. Multilayered by Bullschmidt · · Score: 2

    The idea I've always had is that you need several layers of people to do this right. Have generals controlling armies, giving orders to REAL people. Those people control smaller groups, down to either people controlling 4 or five troops, or just a F.P.S. With this layering, you don't need ai. You can tell your underlings to "support me on the left flank," they will (or won't) and the game will be far more dynamic. Control of large amounts of people and units is a bit more manageable (and fun)!

    There are a couple problems. First, this requires massive coordination to get one big game together. The number of people who have to be online at once is tough. Then, if you really do a FPS (with tanks and mortars, etc), the graphics will kill you, since you may have 60 people in a skirmish.

    Seems like this would be a great style, tho. You can play several different types of game (strategy, tactics, FPS), it has a lot more "life" to it, you can rise up the ranks or perhaps just start your own army.

    A guy can dream, can't he?

    --
    "Of all days, the day on which one has not laughed is the most surely the one wasted." -Sebastian Roch Nicol
    1. Re:Multilayered by Anonymous Coward · · Score: 0

      Ender's game.

    2. Re:Multilayered by Anonymous Coward · · Score: 0

      There are some guys that play these sort of games all the time, and are payed by state to do that.
      And it is fee to join, I guess.

    3. Re:Multilayered by Theodusian · · Score: 1

      The closest thing I've seen to this type of game is called Infantry. It's a free online game offered by Sony at www.station.sony.com - very cool. Some games get up to 100 individual people going on massive maps. Each person plays an infantry charater, such as sniper, infantry, medic, grenadier, sargeant, heavy weapons, etc. It's 2-D birds' eye view first person with a lot of people.... I enjoy it alot. There isn't the kind of coordination you mentioned (generals, etc.), but the sargeants do have some measure of control. Hope that helps

      --
      ----------- Theodusian -----------
    4. Re:Multilayered by adrianzhong · · Score: 1

      You should try this online game called Shattered Galaxy. It's exactly what you described, players are grouped into factions which contest territories in a persistent universe. Whenever a battle starts, the highest "ranking" player, the one with the most "prestige points", is the commander. The commander and his underlings each control a small, custom-built force and they have to capture a majority of strategic points to win.

      Of course, you are right that most people will not listen to the commander. Who would listen and commit his troops to someone you only met online? You wouldn't trust him enough to put your troops at risk and sacrifice your prestige. It costs money to maintain your force and repair them afterwards, so you'd pull out early if things were getting rough. In the end the battle ends up as lots of little fragmented bands fighting it out over the whole map. A good concept, but disappointing execution.

      The game is called Shattered Galaxy. Try it!

    5. Re:Multilayered by Eric+E.+Coe · · Score: 1

      Actually, that sounds like the mercenary armies of the contending Italian states during the Rennisance.

      --
      An esoteric scratched itch:
      Homeworld Map Maker Tool
    6. Re:Multilayered by Stone+Rhino · · Score: 1

      The idea I've always had is that you need several layers of people to do this right. Have generals controlling armies, giving orders to REAL people. Those people control smaller groups, down to either people controlling 4 or five troops, or just a F.P.S. With this layering, you don't need ai. You can tell your underlings to "support me on the left flank," they will (or won't) and the game will be far more dynamic. Control of large amounts of people and units is a bit more manageable (and fun)! There are a couple problems. First, this requires massive coordination to get one big game together. The number of people who have to be online at once is tough. Then, if you really do a FPS (with tanks and mortars, etc), the graphics will kill you, since you may have 60 people in a skirmish You realize you almost perfectly described Tribes, don't you?

      --


      Remember, there were no nuclear weapons before women were allowed to vote.
  23. The best in turn based strategy by DoctaWatson · · Score: 2, Interesting
    Jagged Alliance 2
    • Morale
    • Realistic Weapons
    • An emphasis on night operations and guerilla
    • stealth warfare


    But you also get very interesting territory control. You have to capture an airstrip so that you can fly in new mercenaries and weapons (and to get food to the rebels you're helping). Later, you'll get access to a helicopter, giving you another reason to hold and protect the airstrip. Also, you'll need to take and hold the SAM sites so that your chopper doesn't get blown out of the air. You have to take over a hospital so that the helicopter can do medivac. You have to take over gold mines to insure a steady flow of income (to pay for merc wages, weapons/ammo, chopper fuel, hospital costs, and even bribe money).

    Your mercs can train local militia to defend an area, so you can concentrate on expanding your territory, but you have to train them well or the territory will fall into enemy hands.

    Did I mention that it's on Linux?
    1. Re:The best in turn based strategy by Cranky+Smurf · · Score: 1

      Jagged Alliance 2 is a great game (bias aside from the fact that I worked on it ;)) which is a hybrid of strategy, tactics and RPG, although personally I see it as a RPG (instead of magic and elves, you have machineguns and mercs) since it has levels, stats and upgrading weapons and equipment.

      I think a very good tactics/strategy game(s) would be the Close Combat series where you commanded WWII troops, each with individual morale.

    2. Re:The best in turn based strategy by Cap'n+Q · · Score: 1

      Shrapnel Games ( http://www.shrapnelgames.com/ ) is a small publisher that specializes in independent developers' products, and carries a number of award-winning strategy titles. Most of their games are TBS. My current favorite is Malfador Machinations' _Space Empires IV_, a 4X game with the design emphasis on customization by the player.

  24. I think this is why I have quit playing RTS by Athex · · Score: 1

    I used to be a big fan of RTS (Real Time Strategy) games and turn based games, but in the recent years I have quit playing RTS's (I don't think I have played any since Starcraft came out). I have found that many Turn based games require much more planning and tactics instead of just building up huge number of grunt troops to crush your enemy.

    As for what I would do in a strategy game to make it more realistic (maybe not more fun) here is a list:

    1. I would make terrain and base-building more of a feature this would limit construction areas by not being able to build on too steep of hills or in forests that haven't been cut down.

    2. I would make the maps larger thus helping to prevent rushing tactics, and make more of an ability to place hidden troops

    3. I would add in a supply line type interface, where troops need supplies available if they are out of a certain area for too long, this will ephasize smaller groups and building of supply sturctures along with limiting early strong attacks.

    I think these improvements would make RTS a bit more realistic (but probally not better sellers) as the mass amount of people just want a quick, easy to learn game.

  25. lessens the market by baronben · · Score: 1

    Its hard to find a good stragey game on the market becuse there is little market for them. In real life, the millitary makes a stragey using a team of highly trained experts using the latest in millitary theroy. And even with all that, it still takes them weeks. In a RTS, you have you with a few seconds to make a decision. I don't think you'll ever find a good RTS stragey game, you'll need to use a real time. X-Com is pretty good for that. And lets not forget the old standby, Chess. You don't even need a computer

  26. Code the Strategy Game by Anonymous Coward · · Score: 0

    I would just love to see a strategy game where you can give very custom orders to the units. Kind of ... Java, just program the troops and make several cooperating teams

    goTo(2000, 3400);
    waitFor(new SupportArrivedEvent());
    startGoing(WEST, 500);
    found = lookFor(new MineralSupply(), 100);
    if(found)
    {
    getGroup("SUPPLY").setTarget(getPosition());
    }
    else
    {
    goTo(2000, 3000);
    };

    Wouldn't be quite realtime but ... real conflicts take months and years to finish, so ... it should be like the real thing

  27. Try Planetarion by daveball · · Score: 1

    www.planetarion.com

    Although the game dynamics don't specificaly require the features you commented on (supply lines & strongohlds etc), to do well at this game you must build strategic alliances and pacts with other players.

    This has resulted in the creation of a community the likes of which i have never seen in any other online game, where intelligence (spying on other players) and "political" aims are the main draw of the game.

    Unfortunately they have just made the mistake of switching to a pay 2 play system, although this is still cheap at $10 for a single (roughly 3 month long) game

    1. Re:Try Planetarion by Anonymous Coward · · Score: 0

      Earth 2025
      Utopia
      (swirve.com)

      earth is more solitary, not neccessary to ally yourself with other players, but very helpfull (except for FFA and Standard Game A, and the new "Limited server" coming up soon, there you pretty much have to join up with an alliance.)

      in Utopia yer forced into a group of 24 other players, to work together to actually have a strong kingdom. Some kingdoms work better than others, of course...

      Downside, cheating is rampant in both.

      From what I understand, Planetarion is similar to both of those games.

  28. whoops...I meant generic units by ruebarb · · Score: 2

    I know this is stupid to reply to..but if I don't, some dumbass kid with a small penis will have to respond to my using the term "generic troops" to prove how smart he is....and then we'll have 3-4 retarded comments to sift thru.

    I didn't mean generic troops...I meant generic units...In other words...It can represent anywhere from Batallion to Corp units...the game has some flexibility to it and can represent any number of eras and technologies from 1914 up to present day. The internal components to each unit are unique (a certain number of troops, vehiches...like Shermans - Panzers, etc)- but it's a very very flexible gaming system.

    RB

    --

    ----------
    ah honey, we're all resplendent - Bill Mallonee
  29. Depends on the game by diadem · · Score: 2, Interesting

    There are various levels of games and game balancing. Most games have more of a rock paper scisors effect of unit vs unit. For example, in Sacrifice, flying units can devistate melee units which can devistate ranged units which can devistate flying units. However, if you swarm scisccors against scisssors the person with the better troops could win, unless you have a pretty good plan (which is where squad combat, bluffs, and positioning come in). Some of the more popular games do not even have the rock paper scisscors aspect, and only give units of various power that are dependant on a global scale. In this game, it is usaly better to produce the largest amount of the best units, becuase there is not much else to do.

    Other games rely on various AI levels and tactics. For example, with Dark Reign, a little know strategy game, you can set an indivudal units behavior. They can be brave, cowardly, or whatever. They can obey your orders exactly or have some sort independance and common sence, depending on a setting. How far they persue the enemy and the like are also configurable. This allows for well made ambushes. I had a handfull of units and defeated people with MUCH larger armies than myself becuase I made good use of terrain, defensive buildings, waypoints, and AI. If the game allows it, and there are more factors to the game, you can use them to your advantage. If you just have a lot of units that can either fly or stand, it is more a game of the numbers than of cunning.

    The less factors a game has, the less you have to work with. Many games only have units are X strong with mabey an ability or two, so your only options mainly are to build ambushes with building-sentinels or create hordes of units. However, other games have more elements to them, such as Shogun. Something as simple as height can change a game dramaticly. Now a small amount of archers over a valley can kill everyone under. However, the more varaibles there are the less a lot of people like them. You can either have a game that is midnless killing, which is a relief from a hard day, or game of stratagey and tactics. A lot of the more popular "startegy" games are just mindless killing. Your assumptions are bassed off of games that do not even have ture 3d options or moral. If you want a game that requires more strategy, then do some research. If, after you get a game like shogun, you still think the biggest army wins, then you aren't playing with good players.

    --
    Liquid Gaming - Your daily dose of gaming news
    1. Re:Depends on the game by radrich449 · · Score: 1

      Dark Reign is the best stragety game I have ever played. Me and my brother used to play games that would last hours, but they were fun the whole way through. I could never get anyone else to play it with me though, becuase it just took to long to learn. That really is the problem. No body wants to take the time to learn a complex game.

  30. How to Balance a Real Time Strategy Game: Lessons by Brian_Ellenberger · · Score: 1

    Here is a really good link from the people who made Age of Kings: http://www.ensemblestudios.com/openjournal2/story/ 18.shtml

  31. Chess by Ukab+the+Great · · Score: 3, Funny

    I have this great idea for a computer game with lots of strategy. You have this board with 64 squares on it, every other square an opposite color from the previous one. The two people playing each other command a cast of figures representing medieval characters, each of whom moves in a different way. If you are able to move a character onto the same square a character of your opponent occupies while keeping within the rules of movement for your character, you capture your opponents piece, and it's taken out of the game. There are millions upon millions of interations of moves you and your opponant can make, and each decision your opponent makes has to be carefully analyzed and deduced to yield that optimal counterattack. If you hit your opponent at the right strategic point, particularly if he overextends himself, his defenses will crumble.
    Best of all, there's lots of psychological conflict between the two of you, just like the kind you find in real war.

    Oh, wait, someone's already done that....

    1. Re:Chess by canadian_right · · Score: 1

      that is a TACTICAL game, not a strategic game.

      --
      Anarchists never rule
    2. Re:Chess by Weird+Dave · · Score: 1

      In chess, people teach strategy and tactics, but they may not coincide in the popular sense of the word. For instance, a good strategy might be to control the center of the chess board. A tactic would be more like a queen sacrifice, or a series of captures where you end up better off than before.

      --

      Grumble, Grumble
    3. Re:Chess by Claudius · · Score: 1

      Only if you open with 1. e4 rather than 1. d4.

    4. Re:Chess by Weird+Dave · · Score: 1

      Funny. Are you Bobby Fischer in disguise?

      --

      Grumble, Grumble
    5. Re:Chess by Anonymous Coward · · Score: 0

      Is there a Linux port of this game? Or will I need WINE?

  32. Yup, there is, and it's on its way... by Kasreyn · · Score: 2, Informative

    ...It is called "Civilization III". I think Civ III will have many of the elements of strategy that modern RTS games are missing, so much that it might even start to tread over the line into a "turn-based strategy" game.

    BTW, I agree that many RTS games lack strategy. The killer strat in Command & Conquer: Red Alert was "Build tanks. Build nothing but tanks. Build lots of tanks. Then go crush the other guy." The dominant strategy in Warcraft 2 is, "Build Ogre-Mages. Build nothing but Ogre-Mages. Build lots of Ogre-Mages. Then go crush the other guy."

    I think Starcraft has a bit of this in it (Carrier or Battlecruiser "Victory Fleet" tactics), but SC also has strategy. There are units that counter each other. A huge Zergling swarm can be deadly, and will overrun Dragoons, but the same Protoss's Reavers will demolish the 'lings cost-effectively. I think it's well balanced with enough give and take that it retains at least a semblance of tactics by means of unit counters. These unit counters force you to build a force comprised of many different unit types, kind of a "combined forces" army.

    The other thing strategy games need, to have more intelligent tactics, is more intelligent units! Let's face it, micromanagement is difficult and the more you micro, the less attention you can pay to your bases. A strategy game with more intelligent units would mean you can send them on specialized, pre-programmed missions while your attention is devoted to your economy and map control. This would be more like a real war, with a commander who delegates authority between thinking sub-commanders, rather than C&C type games where you just hurl clumps of stupid troops at each other, and win by attrition.

    Comments?

    -Kasreyn

    --
    Kasreyn: Cheerfully playing the part of Devil's Advocate to hairtrigger /. flamers since 1999.
    1. Re:Yup, there is, and it's on its way... by darthscsi · · Score: 1

      Um, everything points to Civ 3 having the SAME turn based game play as Civ 1 and 2 and Alpha Centari.

      So, yes, it may fall into the turn based games :)

      Oh, BTW, any of the civ series (even civ 1 for dos) blow away these "RTS" build lots of tanks games.

  33. You underestimate the amount of strategy involved by Jimmy_B · · Score: 3, Insightful
    The last time I played with someone actually used a strategy besides simply building a lot of medium units and some large units and then sent them all as soon as possible was.. well, never.
    Then you need to find a better group of opponents. Just as it is possible to get an army together and send it off with no strategy in real war, it's possible to do that in game war. It just isn't very effective. In the case of the game StarCraft, it's critical that you get the right mix of units together and use them properly. Suppose, for example, I built a fleet of battlecruisers and sent them in my enemy's direction. Whoops, a group of hydralisks and devourers destroyed them all while I wasn't looking. Suppose instead I send those battlecruisers around the back, into my opponent's mineral patch. I could do a huge amount of damage with those cruisers.

    Practicing good strategy and tactics isn't technically necessary, but someone who makes major strategic errors loses games. Sure, it would be nice if there was a model for supply lines and moving supplies around. I bet Napoleon thought the same thing in Russia.
  34. The General Lee by sfc · · Score: 2, Interesting

    Over the past year I've read several books on WWII and the Civil War. It seems that a possibly interesting game would be one in which you really take the position of a General or slightly lower.

    Most of the game would have to be in planning an attack, since Generals mainly sit back and watch after the bullets start flying. Anyways, I haven't seen a game yet that correctly captures the importance of information. There may be "fog of wars" but those are ridiculous. Just because one unit can see the enemy doesn't mean you can. That unit needs to hump it back to the base, and, of course, by then the enemy has already moved. This sort of game would feature a drawn map as it's main interface. As information comes in from scouts it would update the map. As a General, unless you can actually see something, you don't really know where it is. This includes your own troops. I think it would be possible to make something like this interesting. You'd probably have to include the ability to see a movie of what actually happened on the battlefield or something.

    BTW, supposedly Sid Meier's Civil War games were RTS and they included morale factors.

    Another intersesting strategy (ok tactical) game would be putting you in control of a platoon. Using a turn based interface like Jagged Alliance 2 would be really cool. You'd control a platoon with many other friendlies controlled by the computer against many enemies. Of course, on multiplayer everyone could be real.

    As far as RTS go, simply slow them down. How about actually having the units form lines and start shooting and NOT having each shot hit. Your troops would slowly die away/lose morale. You could actually see your lines crumbling, or troops running away. If an actual encounter takes about 30-60 minutes (as opposed to 5-60 seconds) to resolve you would have plenty of time to perform actual manuevors. In a RTS fighting on Omaha Beach would take about a minute. In reality it took hours upon hours. Troops on the seawall actually stopped to smoke a cigarette and clean their guns.

    --
    sfc
    standing on the shoulders of giants,leaves me cold
    Go to
    1. Re:The General Lee by Anonymous Coward · · Score: 0

      See Close Combat. Yes, it *is* published by Microsoft, but it's the closest thing I've seen so far...

  35. RTS Thinking by WebBug · · Score: 5, Insightful

    The real problem is that few, if any, games are actually designed as a test of real time strategic thinking. Most are designed for a quick and bloody romp, thus the hoard mentality.

    The control system needs to be changed from DIRECT control over every unit to being able to give tactical commands to individual groups of units.

    I am appointing this guy as commander of these troops. Go take that hill.

    That guy will have some hidden ratings, moral, courage, smeartz, such as. These will influence what decisions he will make as he tries to comply with your orders. Will he ask for help? Direction? or will he just charge in. This is all left to the AI.

    That frees the human gamer to consider tactical as well as strategic goals.

    The earliest Squad Leader game was like this to some extent, and not too bad either. Harpoon is another example, though to a lesser extent.

    One last item of depth to be consider is psychological warfare. That's a tough one and would require a good deal of research to implement.

    All in all, you've just come up against the biggest problem in Computer Design period: lowest common denominator.

    What sells? that which is popular
    What is popular? that which most people like
    Who are most people? And what do they want?

    I think, if you look carefully around you, you will discover that most people use Windows, and that should tell you all you need to know.
    I'm not being sarcastic here or trying to start a flame war. Think about it. What makes windows popular and what is the MOST popular game out there today?

    It would be extremely difficult to get a game company to spend the effort and time to develope a game that is a learning experience. That requires the user to put in some serious thought inorder to win. That requires, in short, some effort on the part of the user. That is simply not what the vast majority of people out there want, beer and blood, and damn that thinking crap!

    --
    Later . . . . . . WebBug // I don't really have 8 arms but . . .
    1. Re:RTS Thinking by Obasan · · Score: 1

      Its only "semi" realtime (the game pauses to let you give orders, then there is a round as your units carry out the orders in realtime), but if you want a good strategy game try "COMBAT MISSION: BEYOND OVERLORD". (Do a search on it, they have a web site. In fact I don't think the game is available through retail outlets.) This game was designed by a retired general. I used to work for DoD and although I'm not military myself many of my friends were, and swear up and down that this is the best squad based strategy they have ever tried.

      The graphics are nothing to write home about compared to modern games, but there is a lot of strategy involved if thats what your into.

    2. Re:RTS Thinking by Isldeur · · Score: 2

      It would be extremely difficult to get a game company to spend the effort and time to develope a game that is a learning experience. That requires the user to put in some serious thought inorder to win. That requires, in short, some effort on the part of the user. That is simply not what the vast majority of people out there want, beer and blood, and damn that thinking crap!

      I think you _do_ underestimate people a lot. Look at the Myst series. There would be a lot of hard work going into solving those. And they were best sellers. I think that it's just that no company puts in the effort. So no one has something like that to play and so there isn't something good to compare your company's game to. Sort of a vicious circle.

    3. Re:RTS Thinking by Jazu · · Score: 1

      :The control system needs to be changed from
      :DIRECT control over every unit to being able to
      :give tactical commands to individual groups of
      :units.

      For instance, take the starcraft/warcraft interface, except make the different buttons programmable. One order might be this: "If enemy unit A shows up, attack. If enemy unit B shows up, run over here. If friendly unit C shows up, advance to point D." You could also give universal orders, that would apply to all units, as long as the have some part in it.

      --
      My joke got modded as Insightful and my insight got modded as Funny.
    4. Re:RTS Thinking by Nexx · · Score: 2
      But in Myst, there *is* no learning curve required to learn how to play the game. What your parent post is suggesting is more like an accurate simulation program. Take, for examlple, Falcon 3. This program was designed to be an accurate simulation of an F-16 fighter. In its highest realism setting, it took literally *months* before anyone can actually control the aircraft, much less successfully fight a battle with it. A contrasting example would be the entire Wing Commander series, with its simplified controls and physics engines.

      Unfortunately, simulations worthy of their names really require someone to spend quite some time learning the subject at hand (although once learned, these skills learned should be applicable to other simulations). Unfortunately, many see games as something that they can play in a sort of a mindless trance, sort of like a pseudo-TV.

    5. Re:RTS Thinking by ElvenKnight · · Score: 1

      ie. Chain of Command.

      I LOVE RTS games. I've played them since ModemWars on the Commodore 64.

      I crave for better strategy. I can't tell you how many times I've been tempted to just knock on a developers virtual door and say YO!! WAKE TF UP! Can't you see how annoying this one feature is? Can't you see how cool this unit COULD be.. etc etc. I find the more we embrace the reality of a situation and the less we THINK we trumped it in our own naive thinking, the more we realize we kill ALOT of birds with ALOT of stones, in the simple fact that we have a decent physics engine so that we CAN do that if we really want to.

      Guess which feature I loved most in games like Deus Ex? The ability to hoslter my weapon, close the door.. get into the action, FEEL the character, you, whoever it is YOUR trying to be at that moment. It should just FEEL good. I get SOO upset when a game even attempts to have a sword in it, and yet doesn't even bother to have some form of sword play or an art form to it. I apperciate hack and slash and gameplay fun considerations, but DAMN.. Some people LOVE a game that is simple and complex at the same time.

      I hope ALOT of people learned from the beautiful games like Black and White, Total Annihalation, and its Kingdoms which I ALMOST loved.. There is a grace about them, and the engines and the physics we define within them are getting better and simpilier year after year... All I can ask is Developers not be so quick to delcare something as fun when it needs to be totally revamped. Maybe creating something so completely fun, requires a breed soo completely willing to expend the effort it takes to encapture what we can think of within a few moments of bullshiting in a messageboard?

      Eh. My wish List? Chain of Command. Simplifies things when you model the level of thinking of man today, at its best or worst.. hrm?
      Intelligent Underlings, or at least AI that has been whipped into shape/learned by having had been a veteran of past battles with you. Fine, be a total newbie and idiot first battle out. But code in from the units to the commmanders and leaders and planetary systems star-ship based overlords a since of evolution if you have any hope of grasping what it means to have a completely replaying game in terms of fun, uniqueness, and a "Oh, this is something new" feeling every time around.

      But thats just for starters. :)

      -Matthew

  36. Tactics and strategy are not the same by Anonymous Coward · · Score: 0

    Most of my enemies online seem to think 'build a lot of troops, attack early' is a good strategy for their gaming advantage.

    Sometimes it is. It worked for Hitler and Alexander (at least at first).
    In fact, you'd be very hardpressed to find someone who uses actualy tactics in a strategy game."

    Why should they use tactics? Then it would be called a "tactics game." The game is supposed to be about the planning, while the details of fighting and so on are governed by simple rules, and take care of themselves.

    If you want a game with both strategy and tactics, try chess or go.

  37. realistic soldiers by mr+hunda · · Score: 1

    i'll create a russian flaktrooper who repeatedly states 'at least i have job' ohh..wait..

  38. Yes they are called AVALON HILL board games by Archfeld · · Score: 2, Redundant

    and making one into a computer game has been tried and flopped. The market for gamers who want that degree of realism seems to be slim.

    --
    errr....umm...*whooosh* *whoosh* Is this thing on ?
  39. Strategy Variants of RTS's by Lord_Pall · · Score: 5, Informative

    In the beginning, we had Dune 2... A fairly straightforward rts.. Not particularly strategic, and completely lacking in multiplay..

    Then came warcraft 1.. Multiplayer was added, so the depth, or lack thereof of the game became evident.. It was still based around minimal strategy.. (Very little unit differentiation, fairly unbalanced)

    Then came command and conquer.. Still unbalanced, but slightly more strategic.. The true precursor of rts victories involving overwhelming force as opposed to subterfuge or attrition..

    Then came warcraft 2.. A good logical extension.. SLightly simpler game dynamic, but similiar concept.. Some slight skirmishes, some resource allocation and research, but still based around the idealogy of overwhelming force.. You either crush someone, or you lose.. No battle lines..

    Then the big one.. Total Annihilation (From the now defunct Cavedog)

    Based around a HUGE number of units, dramatically different resource harvesting model, and a more "warfare" like playstyle.

    TA was one of the first games to truly represent the idea of defensive gameplay, and a war of attrition.. battle lines became drawn, conflict ocurred in that geographic area, and you had an ebb and flow of combat..

    Winning a TA match didn't usually involve overwhelming force deployment and steamrolling over someone, but instead sneaky tactics and superior resource management.

    The inclusion of battlefield recovery of destroyed hulks, and extreme range indirect artillery only added to this feel..

    Development continued along the "clickfest" or faster paced route with Starcraft, the rest of the Command and COnquer series, and I assume Warcraft 3..

    Development on the flipside continued with Earth 2150, Moon Project, and should be continued by Empire Earth (At least by my take on the beta)

    We've seen a few "Crossover" types.. Age of Kings springs to mind.. and to a greater degree, Cossacks..

    And then we've got the true extremes.. The introduction of turn based depth in a real time environment.. I'm not entirely clear what the root for these games were, but its developed from the simcity style Transport Tycoon, through Pax Imperia, Railroad Tycoon to games like Europa Universalis, Starships Unlimited, and even Monopoly Tycoon(I'd highly reccomend looking at Europa Universalis 2 when it releases.. Especially if you're a history buff)...

    There are plenty of RTS games that require insane amounts of strategy.. and a lot of them even have the interfaces to support it..

    1. Re:Strategy Variants of RTS's by Anonymous Coward · · Score: 0

      One RTS that you forgot to mention is Metal Fatigue. It was based on TA and released in 2000. It was the first RTS that put forth the idea that units should be created from a base unit then modified to carry out an attack or to defend the base.

    2. Re:Strategy Variants of RTS's by MrDolby · · Score: 1

      Im glad you mention Total Annihilation. All you people out here that think that RTS's are simple clickfests haven't really played Total Annihilation. Now thats an RTS with real depth and a very good interface. I've also heard good things about Earth 2150 but never had a chance to play it.

      If your also looking for a good non RTS strategy game try Shogun Total War: Warlod Edition. That game is Turn based with Real time fighting. Where the turn based section you have the map of Japan and you do troop movments, ording troops, building on the provinces etc...Then when you troops engage the enemy it goes into a real time battle. Unfortunately the multiplayer is only for real time tactical fighting and you can't play the grand strategy game of conquering japan with other people, but the AI is very good.

    3. Re:Strategy Variants of RTS's by Adam+Heath · · Score: 1

      One strategy I liked with Command And Conquer 2: Red Alert, was being an ally, with a chronosphere. I'd build a MCV, have the chronoshift ready to go, have a tonya almost fully built, and have a barracks almost fully built. The tactic was better performed if you have lots of construction yards as well.

      You'd start by sending your main force towards your chosen target. The enemy would see this huge force coming, and would naturally go out to stop you. At this point, you would chronoshift your MCV into the middle of their base, deploy your barracks, then release your tonya. She'd go about demolishing buildings, and the enemy would be crippled. All this, will little cost(you could now withdraw your main force).

      I then read about a variation of this tactic in a magazine years later. I got a chuckle, when I realized it was the same one I had first sprung on an unsuspecting foe, who called me a cheater when I did it. :)

    4. Re:Strategy Variants of RTS's by Thrikreen · · Score: 1

      Slight correction, C&C came before WarCraft 1 - in fact, if I recall, Blizzard licensed the engine from Westwood.

      But I agree, TA was very strategy oriented, since you had to worry more about resource management since it's very hard to starve an opponent. After all, real mines would last for years.

      And lo and behold, base defenses actually worked! With a couple Guardians and Missile Turrets, I could hold off a choke point for ages. Having persistant "corpses" and having them affect terrain helps since the more kbots the enemy sent meant the more obstacles were in his way as they died to my defenses, plus I could always reclaim the metal and use it to launch a counterattack.

    5. Re:Strategy Variants of RTS's by abolith · · Score: 1


      Based around a HUGE number of units, dramatically different resource harvesting model, and a more "warfare" like playstyle.

      what the hell are you thinking?? that game should have been called Time Annihilation and boy what a major waste of money buying that POS. now cossacks is more like a good Strategy Game and that one doesn't take more than about 1 1/2 to 2 hours unlike TA, those took 3 hours plus. I mean geez is it any wonder cavedog went under look at what they were selling.

      --
      if you want "No More Hiroshimas" then I say "You First. No More Pearl Harbors."
    6. Re:Strategy Variants of RTS's by nexthec · · Score: 1

      One that I tought had a good start on changing the way RTS are done was Homeworld. I really liked the 3 nature of the game, and thought that, executed well, could be cool in a land based, or even cooler marine based military RTS. but I cant seem to find anythign elses that is along the same lines.

    7. Re:Strategy Variants of RTS's by Anonymous Coward · · Score: 0

      I completely agree about TA. Most of the popular RTSes have been Westwood or Blizzard releases, which aren't *terrible*, but are very shallow, and not a lot of fun once you find the few simple strategies available.

      TA is a blast. TA *does* suffer from the "tons of units" problem to some degree (depends on the map). However, TA sea battles are impressive. The units are so expensive and few, and the capabilities of each type of ship so different that you *really* feel the strategy. TA sea battles are probably the best type of RTS gaming I've seen so far.

      Note: TA != TA: Kingdoms. Completely different games, and Kingdoms was pretty bad.

    8. Re:Strategy Variants of RTS's by Anonymous Coward · · Score: 0

      TA completely eliminated a dimension of the game concerning resource management! It was impossible to a resource starvation campaign. Most of the players I saw had teh resource strategy of: (1) get some big power generators online, then (2) get some energy-to-metal converters online. From this, the idea of actually mining went away. Starcraft seems to have tremendously outdone TA, here.

      The rest of the game just seemed like a race to who could build their super unit first and send him in.

      Hmm... what is still heavily played, TA or Starcraft? I thought so.

    9. Re:Strategy Variants of RTS's by Danse · · Score: 2

      TA was based on the ability to control the resources on the map. If you could control more resources you could build more and better units. Resource starvation campaigns were one of the most used tactics from what I saw when playing with friends. You would try take over a pass or high ground near the resources and then dig in and deny your opponent access to them. Once you'd been able to do this successfully a couple of times, you would generally be able to start cranking out the big guns that would let you finish the guy off.

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    10. Re:Strategy Variants of RTS's by John+Allsup · · Score: 1

      In a similar fashion, in Dune 2000, you sneek an
      engineer into the enemy base, nick one of the buildings, then put a concrete slab next to it.
      The you do the old build-barracks, capture expensive building, sell barracks and building and build a few more concrete blocks... until the enemy has no infrastructure, then you trundle in your task force and finish him off.

      --
      John_Chalisque
    11. Re:Strategy Variants of RTS's by Fredpro · · Score: 1

      "Slight Correction" ??
      Check your facts before trying to correct someone else's - you are completely wrong:

      Command and Conquer Release Date: 08/31/1995 (According to Gamespot.com)

      Warcraft Release Date: 1994 DOS (According to MobyGames.com)

      So as you can see, Warcraft came out a year before C&C did, which makes it *impossible* for it to have licensed the engine from Westwood.

      I have no idea where you came up with that tripe.

    12. Re:Strategy Variants of RTS's by Anonymous Coward · · Score: 0

      What about Herzog Zwei for the Genesis? That came out in '89, years before any of those. Of course, it could only offer split screen for 2 player. Watching two computers go at it was rather interesting...

    13. Re:Strategy Variants of RTS's by JohnSwinbank · · Score: 1
      Note: TA != TA: Kingdoms. Completely different games, and Kingdoms was pretty bad.

      Actually, I liked Kingdoms. After playing lots of TA, coming to Kingdoms was a bit of a shock -- in many ways, the interface feels like a backwards step, and some of the rules seem a little strange. But, after a week or two of play, it really grew on me. IMHO, it's better balanced than TA was (at least the patched versions are; the Veruna were way too powerful in earlier versions), and the wider range of units makes for more entertaining play.

    14. Re:Strategy Variants of RTS's by MrDolby · · Score: 1

      "Hmm... what is still heavily played, TA or Starcraft? I thought so."

      Hmm, which one is more heavily used Windows or Linux? I though so.

      Seriously though, your wrong about TA not having resource management. Sure you technically had unlimited resources, but it was the rate that you could get them that made the difference. If you played using your strat of powerplants and metal makers, I would be expanding taking the actuall mines. So after about 10 mins of play you would be making probably 20+ metal per game tick, while I would be making 70+ metal per game tick. So I would be putting over 3 times the amount of resources into my warmachine as you. Which can easily translate into 3 times the amount of units, or me getting the adv units way before you do.

      This is why if you play any TA player with a bit of experience you can't just sit in your base. You have to hold large areas of ground as the mines are spread out across the map. This makes the game much more fun as you end up having these very intense skirmishes across the map.

      Starcraft or TA is kind of like Checkers or Chess, both are fun games with strategy, but one has much more depth than the other.

    15. Re:Strategy Variants of RTS's by andy@petdance.com · · Score: 2
      have a tonya almost fully built,

      From everything I've seen, Tanya has always been fully built.

    16. Re:Strategy Variants of RTS's by Li0n · · Score: 1

      heh, ironically, medium to high level quake playing requires to contorl the resources of the map, and have precise timing, in order to win, not just shoot around.

      However, if you play online at any given game, chances are that people would be just running around shooting whatever moves.

      I am not an RTS guy myself, but I wonder if high level players do use strategy. Perhaps the guy who asked was playing with the wrong people?

      --

      ~
      ~
      :wq
    17. Re:Strategy Variants of RTS's by kaizot · · Score: 1

      Hasn't any one out there played the real first RTS? The Ancient Art of War?

      Now there was a game that allowed for supply lines, stradegy types, and had a good AI to combat against.

    18. Re:Strategy Variants of RTS's by Winged+Cat · · Score: 1

      Hear, hear. Sadly, only those who deign to look at games with '80s graphics will ever see it.

      If you want a slightly more action-oriented RTS, how about Carrier Command? Now *that* was a good concept...

  40. How complex can a RTS game get? by jamis · · Score: 1

    The more complex and 'realistic' a RTS game gets, the more micromanagement is required. I think this would start to turn people away at a certain point.

    Turn based games allow for more detail and complexity though tend to be too slow for most folks as you need to wait for your opponent to complete their turn.

    At what point does a game become TOO detailed, complex and realistic for RTS? Is there a good trade off of turnbased and RTS that could be used for a relitively fast action, and still have lots of detail? Maybe some sort of 'turn' queue where you submit your turns and have up to a certain point to revise them before execution?

    1. Re:How complex can a RTS game get? by Anonymous Coward · · Score: 0

      I disagree that more realism implies more micromanagement. You can let the computer do lots of things for you, and just hand it orders. Some things can be automated or preplanned.

      Starcraft had tons of micromanagement, what with only a few items in a build queue, only a few units selected at once, etc. It had unnecessary micromanagement -- something I loathe. In the real world, computers exist to automate tedious tasks -- why can't they do so in RTSs? Why should I have to *manually* queue up units to be built at a factory? Take a look at space empire games for a good look at eliminating unnecessary micromanagement.

      TA let you queue up tons of units for building, give "general" orders and let units intelligently handle details "factory A: build 30 construction planes. Each one that gets out should go to point B then point C, avoiding the enemies that would be encountered if going directly to point C. Then begin patrolling point C to point D, healing any friendly damaged units found and assisting with any construction in progress. Wandering from this path to follow these tasks is allowed. If heavily damaged, return to a repair based, circle until a repair slot is open, land, get repaired, and return to previous duties."

      In Total Annihilation, it takes about 7 seconds (for a not particularly quick player) to give all these orders. The units handle all details themselves.

      Or, look at Close Combat. It's very complex, very realistic, and very detailed...yet you have only squad-level control. It's very much *not* a micromanagement game, as the soldiers are pretty much independent, relying only on (good) AI.

  41. Real War? by Arjuna01 · · Score: 1

    I doubt anyone would play this since its Slashdot and this game is Windows based. Its called Real War, and apparently its based on a strategy simulator that was used during the Vietnam war. Its due out soon or even out now, not sure.

    --
    "Some mornings, it's just not worth chewing through the leather straps." ~ Emo Phillips
  42. Real time games by ZaneMcAuley · · Score: 1

    What about a game that runs in Real Life time, ie., it keeps on going even when you arnt there.

    So the next time you rejoin that game, time would have progressed, technology would have progressed etc.

    --
    ----- Whats wrong with this picture? http://www.revoh.org:1234/whatswrong
    1. Re:Real time games by Squeezer · · Score: 0

      This already exists. I believe Falcon 4.0 had a daemon that ran an on going war and you could fly missions whenever you wanted to, the war never ended.

      EA.com has Majestic which is a real life game. The game even phone calls you, faxes, and IMs you with new objectives.

      --
      Does the name Pavlov ring a bell?
  43. accelerating returns by ClassicPenguin · · Score: 1

    As much fun as it is to build a grand and complex strategy then set it in motion, I think the successful strategy contains the following rather simple elements: 1. make sure the battle is in your enemy's front yard rather than in your own 2. get the enemy off balance, so that he is responding to your actions rather than the other way around 3. fight the fire, not the flames, i.e. extinguish his productive capacity rather than just killing off his military units These elements call for an early attack, targeted against the workers, and continued unrelenting attack of increasing intensity. Once you've done this, the law of accelerating returns is on your side, and victory is only a matter of time. Although I guess you could use a combined strategy: once you have him on the ropes, you may have time to sit back and build up to the grand strategic coup de grace which demonstrates your style and consummate skill.

  44. Darnit.... by Archfeld · · Score: 1

    I guess I need to read deeper before posting because Dpease just said almost exactly what I posted further along...

    --
    errr....umm...*whooosh* *whoosh* Is this thing on ?
  45. Utopia by back@slash · · Score: 1

    I recommend Utopia which is a real time medival based strategy game.
    Game time passes by constantly and it usually requires you to log in twice a day or so to manage your kingdom.

    If you were a fans of the BBS based trade wars will like this game. Its also a good way to meet people since you are playing one province within a kingdom of 25 provinces and you must all work together in order to have a successful kingdom. (most kingdoms have one or two girls in them even) .

    The game runs for a length of time called an age which typically lasts for 3 months. The 13th Utopian age ends tonight and the 14th starts on wednesday so now is a good time to start playing.

    One warning though, serious players have been known to set their alarm clocks for 3 in the morning just to log in and make an attack.

    --
    This comment was generated by a Squadron of Ultra Ninjas
    1. Re:Utopia by back@slash · · Score: 1

      I forgot to mention its also free and you only need a web browser to play. All they have is some ads that are displayed while you are managing your province.

      --
      This comment was generated by a Squadron of Ultra Ninjas
  46. Well there are OTHER RTS games out there ;-) by Anonymous Coward · · Score: 0

    Take for example something like Microsoft's (yeah we know they are evil) Age of Empires series... right now you have so many strategic and tactical options (admittedly only against other humans since it's AI sucks) that you can have your medieval standoff followed with huge battles where you send your pretty cavalry in to die like flees or whatever. Point is, for casual play you shouldn't look at something like StarCraft, since it's only really good for competitions or single player :)

  47. Myth II == Strategy by Anonymous Coward · · Score: 0

    The best tactics game I have played by far is Myth II, it is pure tactics and no base management.

    Terrain plays a key role in this game (archers on top of a hill shooting down do more damage and are more accurate then usuall, and are likewise penalized when shooting up a hill)

    Many varied and interesting units (Melee like warriors/berserkers, archers, grenade throwing dwarves, big trow) you have to pick your battles

    great UI - fully 3d terrain, and excellent camera control to zoom, rotate and pan to where the action is. Formation control of your units is excellent..

    The only thing it really lacks is unit moral and supply lines.Myth III is supposed to be coming out this week, and it looks to be even better.

    1. Re:Myth II == Strategy by Anonymous Coward · · Score: 0

      damn sraight, myth 3 should be great.

  48. Re:People lay dying in the streets of NYC by Anonymous Coward · · Score: 0

    ... and you are reading Slashdot. You should be ashamed.

    (Gotta love a good troll. Too bad this one wasn't.)

  49. Man versus environment by Sludge · · Score: 3, Interesting

    Making a bunch of troops that sap your enemies resources indirectly through killing their troops can only go so far and for me, only be so fun. A lot of responses to this story are going to refer to larger online games, perhaps with an interesting motif such as World War 2.

    I don't really care about presentations when coming up with gameplay ideas. The theme can come later. Too many people in the game industry think they're in the movie industry as it is. :)

    That said, I think an interesting strategy game would be one where you build a fortress in a 3D world out of blocks much like lego in a round turn much like the classic game of Rampart. Once the turn is up, each side is presented with a number of units (which grows every turn) to infiltrate and attempt to demolish the newly created base.

    The game ends when all of the resource generating 'units' have been destroyed. The number of resource generating units depends entirely on the level chosen for play.

    What is cool about this game:

    • The harvesting of resources is automatically done until you fuck up. This is the opposite of a lot of RTS games, and removes an initial learning curve.
    • The game varies wildly with each opponent that you play, as their architecture, traps and strategies therein allow for a far larger variant than a normal FPS 'tank rush' game.
    • The gameplay allows you to set up "fun moments". This is a key aspect to multiplayer gaming these days. With games like CaptureStrike, the style of game allows you to set up conditions.

      For example, the basic premise of CaptureStrike is that one CTF team is entirely on offense and one is entirely defense. Both teams are loaded up with all their weapons and told to attack. Now you are a) Attacking with full health and armour and b) With teammates assistance. This gives the player an opportunity to do something incredibly worthwhile for his team, and keeps him riveted to the game. And, it's guaranteed to happen approx. once a minute. (CaptureStrike is really fun, by the way. You can grab the ThreeWave Q3CTF mod at this URL if you're interested in trying it out.)

    Bad things about this game style:

    • Infiltrating the enemy's base would probably be best done in an FPS style manner, but that only allows you to control one person at a time by conventional logic. If there are many people on a team, who is going to build the architecture?
    • It would be possible, but tough to prevent architectural traps which lead to impossibilities. For example, you could make your base have a drop down ledge which you cannot get back up. When leaving your base to attack the enemy, you leap down, but cannot get back up. Now your fortress is impenetrable, but you cannot go home. Solutions to this are some algorithm intensive work, or perhaps a game style much like Capture The Flag, where you HAVE to go back to your base.

    It's about time a new multiplayer gameplay strategy game style came to be. And these days, a game where you only need two players to be fun can be considered low risk- A lot of games aren't popular because they aren't popular. You need a bare minimum of four players to make a team game fun.

  50. Shining Force Series by SkankinMonkey · · Score: 1

    One of the greatest (imo) strategy/rpg series of all time is Shining Force. You do have to use strategy in this game, oftentimes you will be outnumbered vastly and have to manage your units resources (mp/hp/potions) or you will be wiped out.

    1. Re:Shining Force Series by fondue · · Score: 1
      I absolutely agree with this - in fact I was going to cite Shining Force, as well as Front Mission and Faselei! as being about as strategic as you'd possibly ever want.


      Just because RTS's often contain no strategy to speak of doesn't mean that all games should be tarred with the same brush ... but then hey, this is Slashdot where populism and short attention spans r00l!

      And CmdrTaco knows jack about games, just for the record. Wow, DOA3 is coming out for the Xbox. Bog f'n woop, Soul Cally 2, VF4, Tekken 4 are coming out for the GC. Still, cute how he tries to pretend to have l33t knowledge.

      --

      Preferences > Homepage > Customize stories on homepage > Authors > Zonk > Uncheck

  51. Strategy vs. Tactics by YouAreFatMan · · Score: 5, Insightful
    The U.S. Army (and I would imagine the other Armed Forces) do not interchange "strategy" and "tactics" like "In fact, you'd be very hardpressed to find someone who uses actualy tactics in a strategy game."

    Strategy is considered the high-level, where the theater-level commanders and above are. Corps-level and below is the tactical level. The Army designates an "Operational" level in between the strategic and tactical levels to cover the gap and any overlap.

    Strategy often deals with politics and logistics. For instance, with the current US situation, strategy would be the coalition building effort and the work to coordinate between military commanders from different nations. It would include the decisions about which troops go and how they get there, and how to pay for it all. It would include selecting which weapons to ramp up production on and which to scale back. It would include the overall scope of the mission: build/maintain a multinational coalition, bomb the heck out of military and government installations, go in with ground troops, break the Taliban, install a new government that everyone is happy with (good luck with that).

    Tactics is all the details about exactly goes on at the battlefield. Tactics say how many sorties to fly, which specific targets to pick (which ones best support the strategic mission), what type of bombs to use on what, the timing and location of troop insertion, their movements, etc.

    Most games aren't going to do true strategy because it is less exciting than a pure tactical level. And when you remove the strategic concerns, resources become less of an issue, and you build a huge army and attack en masse; it's wasteful and unstrategic, but it works (murphy's law of combat: if it's stupid and it works, it ain't stupid).

    A true "strategy" game would more resemble SimCity than Warcraft.

    --
    Robotiq.com is heavily tested on animals
  52. AVALON HILL board games are out of business by ruebarb · · Score: 2, Informative

    AH discontinued it's line about 3 years ago and were bought out by HASBRO - The AH name is owned by Hasbro who now uses it to pimp their Axis and Allied titles, etc...crappy simulations...

    They manufacture a few of the titles...Advanced Squad Leader and a few others went to Multi Man Publishing...www.advancedsquadleader.com

    --

    ----------
    ah honey, we're all resplendent - Bill Mallonee
  53. what about civ2? by Anonymous Coward · · Score: 0

    the upper difficulty levels of civ2 require a good deal of strategy.. and most of it is nonmilitary strategy. i don't know anyone who has successful gone guns blazing through deity level.

  54. Putting The Strategy Back In Strategy Games by Bowie+J.+Poag · · Score: 2



    Am, i'm glad to see this article. I used to be a huge fan of Command & Conquer, and have always loved the genre, that is, until each version of the game became a cookie-cutter tank blitz. If we're to model a game that uses real-world terrain, why not have real-world problems?

    In real warfare, rivers need to be spanned with pontoons, trees need to be cut down, supplies need to be dropped ahead of advancing troops and huge swathes of land need to be cleared in order for it to be traversable by military equiptment.

    Incorporating concepts like airdrops of food, oil and gasoline would be a good start. This would prevent the sort of mindless tank parade crap that ruins the fun of the game. If you want to make a tank parade, fine, make one, but you're also going to need to build an airstrip and a C-130 to airdrop supplies of fuel, oil, and food ahead of the parade so your troops dont starve to death, burn out the engines in their tanks, or run out of gas halfway to their targets.

    Now, onto the fun stuff. The Geneva Convention forbids certain activities during warfare. It should be an option given to you as to whether or not you would like to risk violating the Geneva convention. I like being able to express my personality within the design of my armies, and the better games out there (i've found) allow me to incorporate that facet pretty easilly. Some things that come to mind are:

    Prison Camps

    Torture/Interrogation Buildings

    Propaganda Broadcasts

    Feild Hospitals

    Unconventional Warfare (trebuchets, tunneling below ground, etc)

    Infiltration

    Famine

    Atmospheric Issues (Snow, rain, etc)

    Extensive R&D (huuuge possibility for new weapons development)

    Cheers, and yes, PROPAGANDA is still running.

    --
    Bowie J. Poag

    1. Re:Putting The Strategy Back In Strategy Games by Anonymous Coward · · Score: 0

      Way to steal the Uglycat face without referencing SomethingAwful, fucktard.

      Goons, attack!

  55. Warcraft 2! by zCyl · · Score: 2

    You could play Warcraft 2 strategically. Yes, it's a "simple" game compared to reality, but one thing I respect greatly about Blizzard is that they really took their time to balance Warcraft 2 in such a way that blitzing was not the best strategy. When good players played good players in Warcraft 2 team games, those who used "build lots of troops and attack with them" as their strategy simply lost.

    The game was balanced such that proper use of magic, and using certain troops or structures against certain other troops or structures, was the only way to get an edge. The game was also balanced such that the number of troops you had usually said nothing about whether or not you would win, but instead, the infrastructure and resources you could corner determined your victory.

    To do well in Warcraft 2, you needed to think ahead several levels. If your opponent is building demolition men, you need to build guard towers. But if you build guard towers, your opponent needs to build catapults or mages, so you need to find a way to defend against that, or to use recon. to find and destroy any catapults or mages. When you react to your opponent's strategy, you also need to begin planning for how your opponent will react to your reaction.

    And of course, need I reiterate the importance of magic. It's very easy to make magic in a game work as another weapon of attack. But Blizzard didn't do that with Warcraft 2. Instead, they made magic a flexible way of implementing creative tactics. You could waltz an invisible mage into the middle of a town and cause a blizzard to fall on the central gold mine of your opponent, or you could have a death knight with haste and unholy armor walk up to a collection of opponent troops just standing around, and cast death&decay on them so they attack the death knight and just stand there dying because the spell is hasted so quickly. And strategies like that force defensive strategies to protect against them. You can't bunch your troops, or your opponent will destroy them. You need to constantly use recon. across the entire map to make sure your opponent isn't building up a secret collection of mages or demolition men somewhere.

    And the actual battles themselves can be very strategical in warcraft 2. They are limited by the fact that the attention of the player is limited. A good team battle exploits this fact with distraction and deception.

    I've been out of active gaming for a while, and don't know if anyone is still playing Warcraft 2. Perhaps someone could reply and point to where.

    1. Re:Warcraft 2! by Anonymous Coward · · Score: 0

      one thing I respect greatly about Blizzard is that they really took their time to balance Warcraft 2 ...

      I think that's the key point. Blizzard balanced WarII. They couldn't stop people from playing the game however they wanted. But they did make it so that people who used strategy ended up doing better. Then to get good at the game, people had to master a good use of strategy.

  56. You can find those games now... by Anonymous Coward · · Score: 0

    The Myth games (Myth III coming soon... can't say anythign for sure about it, but so long as it faithfully follows the model of the previous titles it should be grand) and Ground Control are wonderfully made and play amazingly well. The Homeworld games may be the most phenominal games I've ever seen.

    Then again, this brings up the question of Real Time Strategy versus Real Time Tactics...

  57. Combat Mission by kvigor · · Score: 1

    I'd implement Combat Mission.

    Fortunately, it's already been done for me.

    1. Re:Combat Mission by olman · · Score: 1

      CM rocks, even if I only play PBEM now & then, not for hours & hours.

      The turn based approach with simultaneous execution completely bypasses the "lets suck up the opportunity fire!"-trick from turn based games and the "click click click clickety click!" "strategy" in RTS games.

      Still, Combat mission is not a game of grand strategy, it's a battefield tactical game with battalion sized forces.
      One true problem there is that the unit cost is based on "usefullness", it has nothing to do with how many ReichMarks you had to shell over for a Tiger vs Panther. (Hint, a Panther costs less than half)

      Okay, but it would be rather boring game if the US player had tons of zippos in every battle and half of my panzers (at least) would be taken out by Tac air anyways. And there'd be hours of preparatory arty bombardment before engaging..

  58. A bit of a niche' isn't it? by AtariDatacenter · · Score: 2

    I enjoy strategy games. They do a bit to sharpen the mind, and provide a bit of a puzzle/challenge. I think things are at their best when resources are scarce, and you have to really manage what little you have.

    As far a supply lines, morale, etc... kinda. I really don't want to get involved into micro-managing everything because it really slows down and takes away from gameplay. I don't think it is an issue of games getting complex enough to get to this point, but it is more avoided because it is so annoying.

    Of course, there are games which have aspects of it. Say, supply lines are enforced in an indrect way in Master Of Orion. Or morale in Pool Of Radiance (2001).

    I think the most complex strategy game I'm looking forward to is Master of Orion III. It *will* have micromanagement aspects, but at the same time, you are a ruler, and you have to spend "focus points" to be able to dig into the details to tweak things.

    1. Re:A bit of a niche' isn't it? by Telek · · Score: 2

      I have easily spent several hundred hours playing MOO and MOO2, and I absolutely can't wait for MOO3 to come out. If they do manage to pull off what they've said that they are going to do, by god it is going to easily cream every other strategy game out there.

      For those who don't know, check it out!!!

      --

      If God gave us curiosity
  59. Maybe it's simply not possible... by taliver · · Score: 1

    In a real war that requires strategy, the generals and admirals are implementing very large scale objectives for tens of thousands of soldiers and hundreds of thousands of support personnel at once. Then these large strategies are filtered down and re-evalutated and implemented many times over.

    In most of these RTS games, what is being done should be RTT (Real-Time Tactical) game. Since you rarely are using more than 200 "units" at any given time. That's what the field officers were expected to do.

    Any "Strategy" game would have to have many autonomous units. Maybe the closest thing you could do is to have 50 people online, assign one person a "BattleSpace" map, and have him direct the other 49 people with there 50-200 units each. AI won't be there fore some time however, and it would take some dedicated gaming to pull off this kind of game.

    --

    I demand a million helicopters and a DOLLAR!

    1. Re:Maybe it's simply not possible... by ClassicPenguin · · Score: 1

      That's an interesting idea, this division of labor. I've tried it a few times with Age of Empires, with no luck. The main problem: communication bandwidth between me and my teammates. Couldn't talk about events fast enough to be tightly coordinated as a team, so it always devolved into loosely-coordinated individual players working for team victory. What seems to work in getting around the bandwidth limit is playing with the same people all the time: don't have to communicate when you know their style. Would be fun to try with my teammates sitting next to me.

    2. Re:Maybe it's simply not possible... by taliver · · Score: 1

      So maybe what you've said is the right way to do it...

      Imagine having centers around the country with 20 or so computers networked together. Then all the cenetrs are networked together as well. One center would be one "Nation" at a time, and the "General" of the group could watch his troops in action, as well as control a big board to show the state of the game at any given time.

      Money could be made by also allowing people to log on and observe the game proceeding from home, and making comments, etc.

      --

      I demand a million helicopters and a DOLLAR!

  60. Exactly.. by Anonymous Coward · · Score: 0

    Allies move units into choke points on the map. Sometimes people use classic pincer movement or hide troops elsewhere to sandwich incoming opponents

    It's been a few years since I've played Warcraft2, but everybody I knew always tried to outthink the enemy (which is what strategy is.)

    If you didn't try to out think your opponent, you got your ass kicked... people were always trying to come up with something to surprise the enemy (like focusing lots of resources on Dwarves, and "tunnelling" in through your opponent's back while he wasn't looking.

  61. Re:probably "Operational Art of War" or Road 2 Mos by stripes · · Score: 3, Informative
    Computer games have fixed this somewhat...you can be a bit more vague or have battlefield "fog" - but the same issue remains...the typical wargamer has a hell of a lot more knowledge and control of his tactial situation then a real life commander..(at least back then...maybe not so much now)

    I remember some of the older network sci-fi war games had some really interesting features similar to this. You did get perfect information, but it was time delayed, as were your orders. It was very hard to fight distant battles because it might take 8 turns to find out how a battle is going, and then another 8 turns to issue new orders to the units that (may) be left there.

    It was kind of a cool feature because as you beat an enemy back to their home world you might have a production advantage (as your industrial base is expanding, or at least not contracting), but you are at an increasing information disadvantage.

    Otherwise...the best tactical game i can recommend is Norm Koger's The Operational Art of War

    I'm sure that is a wonderful game. I do want to plug a (now fairly old) nice real-time game. Total Annihilation, most for it's fine use of terrain. You can hide from arty behind hills, and many other somewhat realistic effects (as realistic as any game featuring huge robots has a right to be at least). Of corse that is mostly tactical, not strategic, but it is more interesting then just picking the types of units to make, and attempting to make an attack as fast as possible...

    Anyway, want real strategy games? Try enlisting in officer school, they will let you play some very realistic war games. Of corse it does imply a career change that might be a little life limiting, but aren't you willing to make the sacrifice?

  62. strategy? no, that's logistics by Jubedgy · · Score: 1

    If you want those things you better call it a real time LOGISTICS game (RTL). Strategy really denotes something large-scale. Tactics/Logistics are much more smaller scale (think of it in terms of nukes...a strategic nuke is a city-buster multi-hundred megaton thermo-nuclear device and a tactical nuke is measured in kilotons and used near the front lines), but beyond that nit-pick it's all a matter of time-sharing (as someone has already said). Every person has a finite amount of concentration (good players obviously have more) so (taking the venerable starcraft as an example) if you have 2 expansions as well as your main to take care of, you don't have much time for scouting, planning, building, etc... If you toss in such trivial things as supply lines and unit moral, forget real time: the game better be turn based.

    Besides, once the rush period is over (and rushing is a fine real-world strategy, just look at the blitzkrieg) that's when most games really start to shine. Again taking starcraft as an example...if you have a resource-limited map, you pretty much have to take control of the resources to win and to do that each race has an amazing array of unique things to do...from nukes to drops to the One Big Attack that lots of people are fond of (mass your units all game then watch the blood spill in a huge attack). Obviously you've mostly seen the One Big Attack strategy...but try that against good people and see how well it goes. Heck, I was playing with a friend the other day on Lost Temple, I teched up to dark templars to go for a drop, meanwhile my friend started just getting destroyed by some early protoss zealots (it was a 2v2 game). Then I start getting tank-pushed as I get my last dark temp...I drop the guy tank pushing me and take out the mineral line in his main base before they manage to kill my dtemps. Meanwhile I take my shuttle and move off to an island because my drop stopped his push (he had to give his attention to his main to defend it). It then continues but I escape to the island...then my friend gets dropped by some reavers before he can get some tanks out...game over. That was a 15 minute rock-paper-scissors game where we were on the losing end of it, but there were no massed mid-tech units at all. For the tank push the terran had his floating engineering bay for sight, brought in scvs to build towers and supply depots (mainly as a shield) etc..etc...

    Oh, and stop playing on Big Game Hunters and you'll see much more (good) strategy much more frequently...supposing you're good enough.

    --Jubedgy

    --
    Si hoc legere scis nimium eruditionis hebes
  63. make it an option by Anonymous Coward · · Score: 0

    Although I am all for adding things such as morale (doesn't CivII have this?) it would be nice to be able to turn off such features in an options menu.

  64. Try Imperial Conflict by Anonymous Coward · · Score: 1, Interesting

    Somewhat like Planetarion, except it actually has a map, making control of specific star systems and areas strategically critical. I'd say it adds even more to the political aspect, as you must take relative position and even fleet speeds into account when dealing with other families. The graphics aren't as polished and pretty as Planetarion, but it's free (as in beer).

  65. Role play, etc by Alien54 · · Score: 2
    The only way that I can see to really account for strategy is to follow the structure of a real army to some degree in online play.

    All the live players are officers. The NPCs are the enlisted men. You start off as a lowly lieutenant. As you get promoted you control more men, but be careful so that the sargeants don't try to kill you off, and you don't kill off your own troops. You arrive to replace a guy that happened to get killed by enemy fire (you hope)

    The real stragety comes in handling the groups of men at your disposal, the officers below you, and all of their quirks. the better you are, the more you get promoted, unless you get shot or killed.

    But of course, this is just one game system out of many. There are many angles you could go with this.

    --
    "It is a greater offense to steal men's labor, than their clothes"
  66. One man can only do so much... by Anonymous Coward · · Score: 1, Interesting

    You need some kind of military heirarchy. The truth is that one person can't control 500 units and still worry about hunger and morale while he's planning to take a mineral field. What would be great is if you could create sort of a top down style game. One cammander with maybe 3 people in charge of individual areas. Or maybe even make it more heirarchial.

    The point is that you really can't have one guy running too many things and being effective because games move too fast. Ever tried playing a full game of Europa Universalis. It takes days at the highest speed (and i'm tallking non-stop) and at that speed it is near impossible to control a large section of the world adequately.

    If people want to make a more realistic game you either have to scale down the battle size or increase the players on each side so that you can adequately control everything.

    Little offset here. I've made a point of deleting the majority of my games of my computer because I'd sit there playing starcraft for hours without stopping and not even realize it. These games are addictive and fun to play as it is. Also, if they get too realistic I don't know if I will be able to fight off the urges to lay them for hours. It took a lot of willpower to delete all of the games and it takes more everyday when I don't reinstall them (on the wagon for 5 months). We have to be careful just how involving games are.

  67. Really a question of AI by tutal · · Score: 1

    Strategy actually takes in consideration the level of AI the game programmers put into their games. For computers everything is numbers, so the only way to have a "smart" enemy that uses strategy would be to program some of these strategies ie chess simulators with opening moves programmed in. Until we can really figure out what we are doing with AI, this might be a hard task for the mear mortal programmer.

  68. Close Combat series! by benwaggoner · · Score: 3, Interesting

    It sounds like what people are suggesting is pretty much what the Close Combat series of 2D, top down, real time WWII games has offered since version 2.

    I've been playing the fifth in the series lately (Invasion Normandy, about, natch, D-Day and the rest of that campaign), so let me breifly describe how that works. The strategic element is a map of Normandy, where you can give move orders to your groups of troops. Certain areas of the map include supply depots, and your troops need to be connected by a road to a supply depot to fight effectively, and cutting off your opponent from supply is an important strategy.

    While you (realistically) don't build anything, you do have a force pool of units that you distribute between the various groups fighting, before the battle. So if in a given operation, you only have one tank, but three battles, you have to carefully decide where to deploy it. At the strategic level, you also decide where to give air, artillery, and shore bombardment support. This strategic element is essentially turn based, and doesn't take up much of the total time.

    Most of game time is taken up by individual real-time battles. For the UI, you give a series of commands like "Move Here, attack there, wait in ambush" to squads (like a rifle team, a tank, or sniper). Unless it's a one person unit, you can't give commands to individuals. Each person has it's own AI, so they can go catatonic under pressure, drop behind the rest of the group from exhaustion.

    The whole mindset is extremely different from classic *Craft style RTS games. Since you have a limited number of soldiers and armor, you just can't throw them into battle as cannon fodder. The soldiers you keep alive in one battle are the soliders that will fight your next. You also can't rush positions - unless they have very high morale, a single team just flat out won't rush a machine gun nest. You need to supply covering fire from other units, preferably from multiple angles to make it hard for the MG to find cover. They you might lay in some smoke grenades to provide cover, and then have a third team rush the MG.

    Also, people get tired. If you have a unit run across a third of the map, they'll be fatigued. Run them farther, and they'll be exhaused, losing even more effectiveness. And they can run out of ammo. And if their sargent is killed, they can run away and cower in the rear, not responding to orders.

    The interesting thing is the unit and individual AI is the same for both sides. If you're playing the computer, you're really playing an opposing AI which is giving its own orders to its own semi-reliable units.

    Anyway, it's an extremely playable, addictive, and tense alternative to traditional RTS games. And catch this - you lose battles all the time. And losing doesn't mean you fiight it over, it means you just lost that map, and have to fight for it back. Much more tense than having to play the same map over and over until you get it right.

    1. Re:Close Combat series! by Anonymous Coward · · Score: 0

      Frankly, next to Combat Mission, CC sucks.

  69. Perhaps... by Have+Blue · · Score: 4, Insightful

    ...no strategy game uses these elements because they aren't any fun. "Make it realistic" is not the solution to every game design problem. Seriously, how would one implement morale? Have your troops lose the will to fight and ignore your commands? Have units' statistics randomly decline when you're not looking? What about supply lines? A supply line is a pain in the ass to guard when you have the entire military command structure of a good-sized nation; how can you expect a single player to oversee it?

    1. Re:Perhaps... by Saeger · · Score: 1
      You're right, supply chain management is difficult and boring...

      er... is that supply line or a supply chain? :)

      --
      Power to the Peaceful
    2. Re:Perhaps... by Stonehand · · Score: 1

      Play a high-level turn-based game.

      For instance, both morale and supply are in Illwinter's Dominions, which is a nifty province-level turn-based game. It's fairly high-level in that, for instance, you don't issue orders during battle (you give them *before*, via positioning and targetting if you choose. e.g. you can give a commander an Ethereal Crossbow, which does 999 hp (i.e. instant death), and tell him to target enemy spellcasters, but you must do so before battle. You can tell troops to hold for a turn, then attack the closest enemies, or so forth.)

      Morale: Every unit and commander has a morale number based upon its type (well, except for unbreakable troops, such as mindless undead; they get a symbolic value). Modifiers include whether or not they're in their home province, some magical effects, and so forth. If a morale check fails in battle, a unit (IIRC) or entire squad may rout.

      Supply lines: You don't have to move supplies around explicitly. It does, however, calculate how much supply you have available in a province based upon its population, nearby castles (that you can reach -- e.g. not if you're surrounded by hostile territory), et al. Starving an enemy army to death is a viable strategy unless that enemy army doesn't need to eat. Basically, you have to use common sense and not overextend yourself unless you've got an army that doesn't eat, or you brought along enough magical toys that provide food.

      --
      Only the dead have seen the end of war.
    3. Re:Perhaps... by Anonymous Coward · · Score: 0
      Seriously, how would one implement morale? Have your troops lose the will to fight and ignore your commands?
      Yup. There's a ton of wargames with exactly this implementation; it rocks, because it's what actually happens. The better games give you lots of ways to stop them doing it, such as lining up units behind them with orders to fire on deserters.
      What about supply lines? A supply line is a pain in the ass to guard when you have the entire military command structure of a good-sized nation; how can you expect a single player to oversee it?
      The same way that you expect a single player to oversee the Germa invasion of Russia during World War II - by providing neat little analogues to real-life situations, such as zones of control, factory pieces, etc etc etc. There are a million wargames that have line-of-supply rules: why on Earth do you think a computer game couldn't do it?
  70. Such a game exists....Battlezone II... by Anonymous Coward · · Score: 0

    ...largely overlooked, a commercial failure, but it is unquestionably the best strategy game released to date.

    Can be found on the net for about 10 bucks...well worth it even if you only play the single player missions...astronomical value if you play online.

    More info available at www.planetbattlezone.com.

  71. Anybody played Gettysburg? by Galvatron · · Score: 5, Informative
    It's a pretty short game (basically, you can fight the Battle of Gettysburg. That's it), but I got it about a month ago from CompUSA for $3. An incredible amount of time and effort was put into making it as realistic as possible. I've barely even begun to scratch the surface of the strategy. There's excellent handling of morale (regiments have commanders, and are broken up into several units), flanking (in short, don't get flanked!), casualties (after thirty seconds of shooting, you're not going to kill an entire unit), and even manuvers (individual units can be manuvered very easily, but if you want to keep the regiment together, you're limited to the sorts of manuver's a commander could be reasonably expected to signal through bugle calls or whatever).


    Anyway, what I'm trying to say is this: there are true strategy games, but they suffer from two factors. First, they tend to be short, or repetitive. A lot of effort goes into the realism, and so less effort is spent on making it a fulfilling game. Second, they tend to be complex. With Warcraft and its brethren, the rules are simple, and there's very little you have to do to set up an attack. With highly strategic games, they often have manuals as thick as the encyclopedia explaining all the different factors that affect morale, the relative strengths of units, the types of commands you are allowed to give, and so forth. So, there is a steeper learning curve than most people are used to.

    --
    "The question of whether a computer can think is no more interesting than that of whether a submarine can swim" -EWD
    1. Re:Anybody played Gettysburg? by Lazy+Lizard · · Score: 1
      I agree that for tactical simulation, nothing beats Gettysburg. Gettysburg is so rich in detail that even seemingly minor tactical decisions can turn the battle. In Gettysburg, unit strength and terrain matter, but that is just the beginning. You need to deploy scouts to probe the enemy locations. You need to work hard to choose the battlefield or suffer the disadvantage of fighting on a battlefield your opponent has chosen. You need to decide which units will go on the line and which will be held in reserve. You need to decide where to position your lines, where to make them strong, and where and when to reinforce them. You need to decide when to stand and fight and when to order a tactical retreat. And you must always be ready to respond to an unexpected maneuver on the part of your enemy. A poor choice in any of these areas can result in an embarrassing defeat, no matter how strong your forces are. When you see how Gettysburg models unit strength (morale is more important than anything) you quickly realize that the typical model (you lose so many hit points, then you're dead) is downright primitive. Furthermore, the AI is good - really good! You feel like you are battling a worthy opponent. I like to play the same engagement over and over again, trying a different approach each time. You quickly learn that there are no easy calculations in battle; every advantage is tenuous and every plan has many contingencies. In time, you gain a sense of the factors General Lee must have been juggling in his head. (I must confess, I like to play the Confederates!)

      Gettysburg doesn't incorporate any of the high-level political, strategic, or logistic decisions of war. In my opinion, that makes it the perfect compliment to many of the other games that are out there. I would like to see someone merge the strategic model of the typical war game with the tactical model of Gettysburg. Done correctly, that would result in a game that satisfies the desire originally expressed in this thread - a game with a richer depth of real strategy. It would also raise the bar for realism in war games. Let's hope it happens someday soon.

  72. Combat Mission by oncee · · Score: 1

    I play Combat Mission for hours. It has the best realism I have ever seen. The developers have taken great care in developing a real as possible. You can find the demo for Mac and Windows here. I'm only praying for them to post it to Mac OS X now.

  73. counter-strike is strategy by ukyoCE · · Score: 2

    Yes, Counter-strike is a first person shooter, not one of those big overhead games. But it has more strategy than most games, and I think this is why it's so popular. Find a good team on a public server, or find a good clan, and you'll see real strategy. working together to accomplish your goal. Working together with a team is a heck of a lot of fun.

  74. Strategy vs Timing by NoImagination · · Score: 1
    The fundamental difference between Chess and Real Time Strategy game is that timing is involved in an RTS game, as Gurgeh says in Iain Banks' Player of Games.

    This element of timing is clearly going to be an important part of the game, although it is one that all top players have almost equal skill and knowledge of. This is what makes the games exciting, accessible and unique.

    If a good player plays a new one, he can win by building simple basic units because he has mastered the element of timing - ie, he can build faster and knows when is best to attack.

    Therefore the new players try to imitate the better ones because they have already lost to such a tactic. But because they do not yet understand timing as well as the best players, they will not be able to walk over their peers.

    They try to continue of course, and that is why you see so many people making a few zealots/little red tanks/skirmishers & archers and try to win early on. If there is a large differential between players, they will succeed.

    If both players are good, then they will not win, and will probably lose the game because of dedicating too many resources to an attack that can't succeed.

    Strategy comes after mastering timing, which plenty of people have done. Alternatively, strategy takes place when both players have the same mastery of timing.

    Complaining that a game is flawed or lacking in one aspect isn't a particularly valid argument when you do not understnad that one aspect. If you know Starcraft or any other good RTS game, you will know that timing is simply part of the game that has to be learnt before you know how to play it.

    Complaining that Chess is a bad game because you consistently lose to a better player who has played the game more than a dozen times more than you doesn't hold any water, and so in the same vein I discount the view that there is no strategy in Starcraft as the view is held by someone who does not know the game properly.

    In short, to see strategy in Starcraft you need to have played the game to a relatively decent level, or only play people with the same grasp of timing as yourself.

    As an aside, I'd like to think I'm quite qualified to talk on the subject, having played Chess to quite a high level a few years ago. More recently, I've been to Korea to play in a Starcraft tournament, won several Red Alert tournaments, and won a fair bit of Age of Empires and Age of Kings. Infact, I've won around $7500 playing these games, and I am working in the same general area as a result - no, not writing games.

    If you want a good game of chess, you look for players of the same skill as you. If they attempt the same opening gambitts that they lost to from a good player, they will keep on doing it until they realise they can't just rely on a certain start to the game to win. Starcraft and other good strategy games are the same, you can't rely on an early 'rush' to win a game, and the good players are the ones who realise that.

  75. My wishlist... by Joe+'Nova' · · Score: 1

    Some of the best games I've played were the find the switch, open the door, item quest-so long as it isn't super tedious. Just have both sides working toward a common-yet 'monopoly' goal. Like golf, except you can thwart their efforts, or strengthen your own.
    I find some strategy games don't include enough achilles heels, where this works REALLY good, and nothing else. Some games of late are The Summoning(1980's), Red Alert 2, and Septerra Core. They are great stand-aloners, except the computer isn't all that great. There is much problem solving, w/o all the, "Brute force will always win the day!", with an attack plan.
    Having upgrades along the way is more fun, more of a goal in intermediate game, rather than BFG units. Realism is more like this. Experience should be DAMMAGED based, rather than kills(!)
    If components can be put together, combined, in unique ways, it would be interesting to see if variation X works better than Y, then reconfig. Give the grunt a flamer, tank-AA guns....all interchangable, and expandable.
    Lastly, if the units themselves could be 'Programmed' to act intelligently(contact/don't attack-retreat!) Some of my smartest units are towers cuz the dumb-ass grunts insist on killing themselves, and towers don't move! Retreat if superior opponent, attack at all costs, ambush!, and others would definately increase strategy play, but only if they really make a difference. Upgrading buildings would be neat, instead of building defenses. "Hey, my engineer bdg. took out a TANK! KEWL!"

    --
    This mind intentionally left blank.
    The KKK a bunch of sheetheads? You decide!
  76. RTS!=strategy by Jacek+Poplawski · · Score: 1

    Why people still think that RTS means strategy? Yes, I know "real time strategy", but it's like arcade game, you just need to click fast. Look at Civilisation 1, Panzer General, then... Fallout Tactics (with turn mode on!). I think there is a lot of strategy there.

    1. Re:RTS!=strategy by Anonymous Coward · · Score: 0

      Clicking quickly is only relevant or useful if you know where you should be clicking. The faster your clicking gets, the more intricate and precise your knowledge of what you're doing must be. Furthermore, the more things you click, the more information you must retain for random access later; concentration is absolutely a fundamental part of the concept of strategy- anyone who gets shot while distracted in a game of paintball likely knows what I mean.

      Someone stated above that anyone who thinks Starcraft has no strategy doesn't understand the game properly. He/she was 100% right. If you think you can just mass a unit and expect to win against someone who knows what they're doing and uses real strategy (and tactics- equally crucial, and of special importance in RTS), you will be sorely mistaken; you may even cry, depending on how sure you were of yourself.

      Starcraft is one of the most brilliantly .. crafted (SORRY) games to come around in a while, and a well-played game requires deft art and shrewd thought.

  77. Make Your own games by russianspy · · Score: 1

    I've had the same problems. I love strategy games, but was unable to find games with the depth I want. Here is what I did with Warcraft II.
    1. Find a friend/friends that have similar interests.
    2. Create Your own scenarios for Your game.
    3. Play cooperative mode against larger/more opponents.

    I remember two of my maps. One took about 3/4 hours to finish. Imagine a large map divided into 3 areas. Top 1/3 is for You, your friend and a computer controlled ally. Bottom 1/3 is for 3 computer controlled enemies. The middle is a wasteland where nothing can grow. That is where most of the fighting happens. Both You and the opponents have nearly unlimited resources. Include a very strong defensive wall for Your opponents and You've got quite a fight. Total losses on both sides were in the thousands.
    The last map I never actually managed to win. I called it back_to_back. Divide the map into nine areas (tick tack toe grid). You and Your friend share the centre square. Put 7 enemies all around You. The opponents have unlimited resources. You do not (due to the lack of space). I lost my last game by casting death and decay a bit too close to our defensive wall. The enemies got through and we were both destroyied in 60-90 seconds. How well do You trust in Your friend's ability?

  78. the soldiers won't stop crying, m'lord by aratuk · · Score: 1

    "Strategy" games' problem with oversimplification is hard to avoid. For most of those games, the only object is to obliterate your opponent before he can do likewise to you; any and all possible actions the player can make are directed toward that end. In the real world, the development of military technology is different because its object is more complex, primarily it involves self-defense. Because our nation is not seeking to destroy other nations (most of the time), it stockpiles weapons and works out tactics in the unfortunate event that they are called for. But not surprisingly strategy, game players aren't going to think in the long-term, about alliances or food production or the fate of their computer-generated population.

    When from the get-go one is told that he must destroy some other military collective, the most obvious and best tactic is to get in there before much stockpiling or thinking (or morale changes) can take place. The only way to avoid this situation without changing the combative object of the game is to introduce limits ex machina (excuse the pun). Say, for instance, that no combat can take place for the first ten minutes or until a certain level on the technology tree has been reached by all parties. But artificial limitations tend to make things uninteresting.

    If defenses were easier to attain and more effective and intelligent then perhaps blitzkrieg tactics would be ineffective enough to allow for a more sophisticated confrontation of intellect and skill, rather than of ever-more-frenzied mouse clicking.

  79. In defense of starcraft by Mathonwy · · Score: 1

    Ok, I'm not exactly a psycho starcraft nut, but I feel I should offer a few words in it's defense:

    There definatly IS some strategy in it. A resonable amount, in fact. It's just that since it IS possible to win against a lot of people (not to mention the computer) by just building a big attack force and steamrolling over them, lots of people do it.

    But a few things it DOES do right:

    Supply lines:
    Ok, they're short, but they ARE there. If you destroy a bunch of the enemy's builder unit, (the one that goes and mines mineral or gas) then you can seriously disrupt their economy. Which means they have to re-establish their cash flow, which means you gain time on them. Unfortunately, since the lines are short, they're easy to guard later in the game. But again, at least they're there.

    Terrain and Placement:
    There's a fair amount of terrain advantage built into the game, but people don't always use/remember it. Higher ground, for example, gives a HUGE advantage. (Units only take about 2/3 damage from range attacks) And if you put units under trees or other cover, they also get bonuses.

    Chokepoints:
    Well, lots of games have this, but again, if you set up your defenses around easily defendable chokepoints, you'll tend to kill a lot of stuff.

    Recon:
    This is a big one, and is often ignored by people who just go for "build the biggest fleet". Every unit in the game has some kind of counter. For any given unit X, there is at least one unit Y, such that if you spend the same amount of cash on X as I spend on Y, I'll come out ahead. Knowing what your opponent is building can be a HUGE advantage in fighting them, because blizzard made sure that every unit could be dealt with. And of course, the tech tree is expensive enough that you can't buy everything anyway, so it is important to know what areas you can develop to do the most damage to your opponent.

    Special abilities:
    All the races have 3 (well, 2 if you're zerg) "spellcasting" units. Units with special abilities. Now, while it's extremely annoying that they'll never think to use these abilities on their own, they still are capable of doing some neat things with them. While it does require user micromanagement (one of my primary complaints with the game, actually) you can do some fairly creative things with some of the spells on occasion.

    "Unintentional points of strategy":
    And of course, there are some points of strategy that get used every so often that probably weren't intended by blizard, but that work because of how the game is set up. For example, putting all of your flying units over your ground units, so that your opponent can't click on them. It's not an especially sporting strategy, but it works.

    Anyway, this post has gotten long enough. But if you ask me, StarCraft has less problems with strategy (or lack thereof) than it does with micromanagement.

  80. Nobody has mentioned Rougue Spear! by schotty · · Score: 1

    Playing with inelligent people, RS is just great. Act stupid, your team is wiped out. When someone dies, that person is dead. Different actions create different sounds. To me this is the best game series EVER made, (ZORK being a close second).

    I love strategy, and this is one game that doesn't allow the "Run in and shoot everything that moves" type of games (not that Quake3 sucks, no strategy).

    --
    Sigs are nice guns ...
  81. Make 'em turn-based! by Sir+Frag-A-Lot · · Score: 1
    Well, i think the main problem with most modern RTS games is that they are real time. The player with the fastest reactions (be it unit production, or even noticing an planned enemy attack) will almost always win, regardless of his strategy.

    Opposing to that, look at the old Battle Isle for the Amiga.. it was turn based, but still could be player by two players simultanously, because it had a nice move/attack mode system. You had as much time as you needed to plan out your strategy, and pure reaction time isn't an advantage.

    --
    ... crusher[kreaPC] ...
    1. Re:Make 'em turn-based! by Lars+T. · · Score: 1

      Blue Byte , the developers of Battle Isle (the latest installment from last year is called "Battle Isle: The Andosia War" and combines turn based tactics with real time battle), also made/make a RTS by the name of The Settlers (currently No. IV), which is much more centered at building up your camp/village than at fighting - some missions can be done without any fighting.

      --

      Lars T.

      To the guy who modded me down from perfect to terrible Karma - Apple haters still suck

  82. Play this game if you want REAL strategy! by bIOHZRd · · Score: 1

    Sorry all you *nix peeps, this is windoze only, but a bad-assed strategy game nonthe-less. Ever play the board game risk? this is better than risk :)

    http://www.smozzie.com/fracas.html

  83. Koei Games by JohnG · · Score: 2
    My absolute favorite strategy game of all time is Nobunaga's Ambition on the original NES. I also liked Defender of the Crown on NES (not by koei) and Romance of the Three Kingdoms on NES.
    Later versions of the games switched from text based to icon based which I didn't like personally, but the gameplay was still the same.
    Koei's Kessen is also mildly fun, but the original turn-based strategy games required you to run your whole country, it was quite a balancing act, and since the bulk of the game wasn't just war, strategy did come into play.
    The wars, being turn based as well, were much more "chess-like", than RTS games, although no where near as strategic as chess.
    I know Romance of the Three Kingdoms and Defender of the Crown are coming to PS2, I might have to give the most recent incarnations a try. A new Nobunaga is on it's way too.

  84. Why not by Yokaze · · Score: 2

    Strategy is hard to implement.

    1) You have to tune the ruleset to achieve a balanced gameplay. The more complex, the more you have to test.

    2) You have to develop an "AI" that has to cope with your ruleset.

    Both reasons urges you keep the ruleset simple, which is (at least for me) contraproductive for interesting games. Online-gaming seems to get rid of reason 2.

    Strategy doesn't sell and game companies have become very conservative. (Name a current game that isn't a sequel)

    1) Having limited manpower, you have to choose between GFX and game complexity. Now try to sell a non 3D game.

    2) Complexity scare most customer. (I don't have the time to read a complete handbook, just to play a game)

    >In fact, you'd be very hardpressed to find someone who uses actualy tactics in a strategy game

    You seem to have a different understanding of the words tactis and strategy than me.
    For me strategy is much more long-term orientated whereas tactics is only "a method of employing forces in combat".

    Following this understanding, most RTS aren't strategy games to my eyes. They are tactical games.
    They have to cope with too many different things in short time so that game-logic is reduced to build and crush.
    One word says it all, pathfinding (Where is my harvester?)
    GFX have to rendered quickly every frame.

    >If you were to create a strategy game with real strategy, what would you implement?

    I'm more a fan of build and expand, than intercept and crush, but considering war-faring, I think there are some books I'd try to reflect in the rule-set: Sun Tzu's Art of War and Miyamoto Musashi's Ni Ten Ichi Ryu
    That means several things beside manpower have to be considered, troop moral, moral of the supporting nation(s), supply, training, terrain.

    Currently, I'm waiting for Master of Orion III to crush my hopes :).
    At least from their statements they are reflecting some of my (reduced) expectations from a good (space) strategy game.

    --
    "Between strong and weak, between rich and poor [...], it is freedom which oppresses and the law which sets free"
  85. You need realistic damage schemes, and other odd t by Anonymous Coward · · Score: 0

    Realistic Damage Schemes. A well placed tank shot shouldn't just "damage" another tank. If things were closer to one shot then a kill, then terrain (eg distance of weapons), and the element of surprise and such could come into play muchmore effectively.

    Also having to manually distribute supplies would be nice. psychological warfare would be fun too (droppping leaflets?)

  86. I disagree-- Sometimes the game design is at fault by Ted+V · · Score: 5, Insightful

    It's unfair to say that if you have a purportedly "strategic game" and people aren't playing it as such, it's just that the players are bad. You need to understand what makes a game strategic.
    The amount of strategy in a game is based on the total branching factor of all strategic decisions the player mades in the course of a game. A strategic decision is any decision the player must make where the optimal choice is not known (and by extension, there are at least two optimal choices). In other words, the amount of strategy in a game is based on the total number of viable options presented to the player throughout the entire game.

    It's important that these are options "viable". A lot of games give you a ton of options, but they are so poorly designed that one option is just better than the others. A great example is Starcraft. If you are playing the Zerg, you want to Zerg Rush. There is no other viable option you can take. There may be a few minor "choices" you make in there, but they don't provide any real branching to the game tree. If you win your rush, great. Your opponent will almost definitly win the game, but people play it out just to make sure. If you lose, you have *one* strategic choice to make-- how to recover. There are a few options, but you'll probably lose.

    In particular, playing Zerg in Starcraft gives you a "strategy count" of roughly 3. Roughly different options presented to you. Is this the fault of the player? Hell no! The designers did give the player choices, but some of those choices were just so much more likely to win the game.

    Compare this with chess, where you have 50-100 (even more?) viable starting openings. And that's just for the first 3-7 moves! Or the Go, which has an even higher branching factor.

    The key to designing good strategic games is *not* giving the player choices! It's giving the player *viable* choices. Every time the player has an option, there should be sufficient motivation to choose either options, even for experienced players. I haven't really found an RTS game that can pull this off that well. That's why they're not really "Real Time Strategy" games. They are "Real Time Tactical" games, because all of your choices are tiny tactical decisions like how and where to attack. RTS games are 75% tactics and 25% strategy. If you want to have more strategy in the game, you have to have less focused sides. It's pretty clear the Starcraft Zergs were designed as "the early rush team", and that just nullified all strategic choices.

    The fact is, EVERY team needs to rush. EVERY team needs to defend. EVERY team needs to have a late assault force. You can't vary the teams by making them good at these different things. You need the teams to approach these challenges in different ways, so players still have the choices of 'rush/defend/assault'.

    I learned this lesson the hard way, when designing an RTS/FPS hybrid mod for Quake 3 called "Art of War" (Link in .sig). I tried focusing the factions in this way, but there wasn't any strategic depth to it. Once I rearranged all the unit powers so they could all defend, attack, and support in different ways, the game became immensely strategic (while retaining its tactical core). I don't think most RTS designers have learned this lesson, however.

    -Ted

  87. Limit of strategy by Anonymous Coward · · Score: 0

    The actual problem with current 'strategy games'
    is that you can build things. Chess is strategy
    because you start with the same thing as the other
    guy. Play a game with everyone starting with
    similar items and play from there. then tactics
    are important. I have used an actual millitary
    tactical simulation and got my ass kicked by one
    infantry man with a rocket launcher.

  88. Re:You underestimate the amount of strategy involv by SlamMan · · Score: 1

    The best strategy is simply knowing what will work best within the confines of your game. The unbeatable starcraft strategy is simply to make mass numbers of archons. They hit everying, and aren't stopped by much except a emp pulse, and that never ever hits enough to stop as many as you send. This my not match real war strategy, but works quite wel in starcraft.

    --
    Mod point free since 2001
  89. Kohan : Immortal Sovereigns by DarkFyre · · Score: 1

    There's a quite popular game available now called Kohan : Immortal Sovereigns from Timegame Studios. It is available for Linux through Loki. I love this game : It has zones of supply, morale, leadership bonuses, terrain defense bonuses and other wargame concepts.

    By far the most unique thing about Kohan is its 'company' concept. You commision companies with front-line and support units, and they fulfill their roles according to their own AI : No click-fests, just send them into battle and watch it unfold. This may make it sound like there's no strategy, but it really brings into play tactics such as flanking and preemptive strikes.

    Clerics healing enemy infantry faster than you can kill them? Good thing you've force-marched a company of calvary behind enemy lines: those clerics won't last long under the lances. Opponent just commissioned a mighty army you have no chance of defeating? Well, strike before they're fully supplied and up to strength.

    I strongly encourage people to check this game out . I had almost given up on strategy games before this came along, and the fantastic Linux port is icing on the cake.

    1. Re:Kohan : Immortal Sovereigns by jonabbey · · Score: 2

      Second this recommendation. Kohan feels a whole lot like a cross between Heroes of Might and Magic III, Civilization, and something like WarCraft. The underlying game is sort of tile based, where each company has a certain area of influence. This lets you think strategically, but the game's has the real-time pace and action.

      And it kicks ass for multiplayer.

  90. TacOps by Anonymous Coward · · Score: 0

    For a game that's very realistic tactically, check out TacOps. It was conceived and coded by a retired Marine Major. Also, it is used by the Army and the Marines to help teach tactical operations. And the best part, it's only $20! It's so realistic that ther are scenarios for it out there pertaining to the Kandahar region in Afghanistan.

  91. how about... by Anonymous Coward · · Score: 0

    the various games by Impressions? (www.impressionsgames.com)

    So far my only experience with them is the citybuilder series (sorry, no multiplay on those) which factor in morale, health, economy, how the gods are feeling, etc etc.

    They also have several other series' of games, including the Lords of the Realm, of which they have just announced that the third arrival is on its way (www.lords3.com). Which will allow multiplayer, up to 8 i believe.

  92. The Perfect Strategy Game by joel_archer · · Score: 1

    There is a game that REQUIRES a very high level of strategy and tactics (although blitz tactics occasionally do work), it constantly evolves and there are versions that run on multiple platforms. There are commercial and Open Source implementations and the best are VERY difficult to beat. It's called chess.

  93. what about civilisation by Anonymous Coward · · Score: 0

    Arent you and everybody else ignoring civ, civ2 nad hopefull civ3 as some of the best strategy games of the time.

    Why is not obvious to everyone else ?

  94. Commandos - where 4 men suffice - no HUGE armies by mmThe1 · · Score: 1

    I've been a Warcraft fan.

    But some time ago, I discovered Commandos - its not an Army vs Army game, but 4 men vs Army game.
    You choose 4 men with different skills - Sniperman, Shooter, etc. etc. These men go and destroy enemy camps, protect strategic places, and let you do around a lot of fun.
    You don't need to control HUGE armies to have had played a strategic game - you control these 4 men wisely - they can hide behind a rock and wait for the enemy patrol teams to get away, and then sneak into their parked truck and get away - while bombing their camp along the way. It's all possible, and you CANNOT get away without it - WHICH WAY YOU CHOOSE is YOUR CHOICE and SKILL. The enemy is not fool and can come running in and looking for you if it finds anything suspicious - even your footsteps on ice.

    This is one of the refreshing strategy games I came across - after I was bored out of WarCraft and Age of Empires stuff.

  95. What makes a good RTS by Iggsplode · · Score: 1

    Ok, I'm not a huge fan of RTS for the sole purpose that they are generally "blitz fests" as mentioned above. Anyone can build units as fast as possible and launch a massive attack and crush their enemies in a matter of minutes, and to me this is just plain boring. The game Real War was a push in the right direction for RTS games. While the gameplay leaves MUCH to be desired, and as a whole, it's not an overly great game, they did implement a couple of great ideas for future games. A supply line was put in, and some missions you have to station Anti-Aircraft Artillery in vital spots along the supply route, if you didn't, enemy attack choppers will take out the supply helicopters slowing your production of equipment. This results in players having to "own" land along the supply route in order to continue to build their army. In the long run, I do believe what RTS developers have to really focus on are adding more objectives to missions, in order to draw people away from blitzing the enemy, and focs more on strategy, but that's my opinion and my opinion alone...

  96. Whoa, Blizzard != all RTS by Hitokage_Nishino · · Score: 1

    "If games had the concept of supply lines, morale, and other such ignored aspects of battle mechanics, then maybe this would be different."

    If you want supply lines and morale, Kohan does a pretty good job at implementing it. Take out several of a persons' mines, and their econ goes to pot trying to make up for the material defecit. Keep beating down on an army, and their morale will go to pot as well and they will rout very quickly... even if they are OK hp-wise. So anyways, give Kohan a shot, it does a pretty good job at implementing actual strategy and addressing the "blitzfest"(if you rush, you leave yourself WIDE OPEN to attack if you fail)... and although it doesn't fix it completely, the developers of the game try to fix what they can in each patch.

    If you don't want to wait for the next game (Ahriman's Gift or something like that), pick up Immortal Sovreigns and patch it up.

  97. Complicated != Strategy by dreaver · · Score: 1

    There is a common perception that the more complicated a system (game) is, the more strategical it gets. This is false - although the theoretical *potential* for strategy may be increased, other factors arise which bring the strategy back down to the level of "lesser", simpler games. A major factor is the ability of the mind to actually handle the different variables and factors when playing a game - rts game X may boast 5,000 different units, terrain impact on weapon accuracy, commanders for morale, and so on but can you actually keep track of all that while you're playing? Starcraft shines in this respect in that it there are a relatively small amount of units and things to keep track of compared to other, more complicated games but the strategy used at high-levels of play is enormous.

    Strategy against a human opponent ultimately comes down to "I know that you know that I know..." so I'm going to do this instead. Think Princess Bride ("Now, a clever man would put the poison into his own goblet, because he would know that only a great fool would reach for what he was given... But you must have known I was not a great fool, you would have counted on it, so I can clearly not choose the wine in front of me!"). Great complexity can arise from simple rules, chess being the obvious example. Quake III is another which looks deceptively simple (you have a gun, I have a gun, we shoot each other) but which there is actually a great deal of strategy - I'm going for the armor and I know you know I want the armor, so should I grab it now or wait for you to come in and ambush?

    The definition of a good strategic game in my eye is the ability to circumvent whatever you (my opponent) intend to do *if* I know exactly what you're going to do. The counterpoint to this is that a bad game is one in which you can still get away with a tactic or strategy even if I knew in advance exactly what you were going to try - these are what get commonly labeled "cheaps" in games. Starcraft then fits very comfortably in the good game category - a rush is entirely beatable and doing so is actually a great risk against good players. The lack of strategy that the poster mentioned is completely due to his failing in using it.

    dreaver

  98. What about Starwars Rebellion? by Anonymous Coward · · Score: 0

    You had moral, and supply issues.. Not to mention rebelions, and the ability to Destroy a whole planet!

    Rebellion was very complicated.. I can remember taking a week to win an 'easy' game... It took 5 times to beat the computer. Now that required some strategy!

  99. StarCraft by Kuroyi · · Score: 1

    "Take, for instance, StarCraft . The last time I played with someone actually used a strategy besides simply building a lot of medium units and some large units and then sent them all as soon as possible was.. well, never.

    That's because you played it with a bunch of morons. Like most people on Battle.Net. Everyone there wants to play maps with unlimited resources and crap. Get some people you know to play balanced maps with limited resources and don't rush. Use the keyboard shortcuts. Throw in a computer team or two to force attacking before anyone gets a really big army built up (unless you have players who will attack). You'll get better and start strategizing more.

    Back when StarCraft was fairly new some friends and I used to have 4-6 player team games that lasted 2+ hours. If you can get the teams in separate rooms so they can talk verbally it's even more fun. You just gotta find the right people to play against, just like any game.

  100. Myth by Anonymous Coward · · Score: 0

    What about Myth? No resource management or unit-building, just a set of troops and real-time tactical placement. High ground advantage, flanking, and varied terrain. With the proper strategy, one dwarf can take out the entirety of an opponent's troops. Is there any other game like Myth, one that actually requires a different strategy every time you play?

  101. Strategy Vs Tactics by spreerpg · · Score: 1

    It is important to remember that these games are rtS as in strategy. They focus on the strategy of the game, that is getting well positioned and defended bases, supporting the number of troops needed. They are fairly lacking in the area of tactics, as they are not games that focus on this. Battles readily become so called 'click-fests', superior numbers can easily overwhelm what should be a tactically superior force, and simple tactics are the order of the day (ie the early rush). Now it would be nice to see a game that was able to combine these elements successfully, and there have been several attempts. The most successful one I have ever played was Star Wars: Rebellion, which had to different modes of play. Its biggest failing was in its tactical mode, while it was decently implemented orders could not be given in a pause and it is 3d without being 3d accelerated, so a large battle can crawl even on a newer PC.

    --

    ---
    Kwanza is not a Polish holiday!
  102. Wolfenstein by Kaiser+Sose · · Score: 1

    Granted, it's a third person shooter, but the new "Return to Castle wolfenstein" game requires some amount of strategy, for the allies at least. Rather than they typical CTF game, you (as the allies) are required to have different types of players (Engineers, Lieutenants, Medics, Soldiers) in order to actually accomplish your objective. Also, you have to coordinate with the rest of your team, both who will be each of the characters, and getting multiple people to attack the objective at the same time. Justa though.

    Dano

    --
    "All that we see and seem is but a dream within a dream." --Edgar Allen Poe
  103. Kohan fills the bill by Spooticus · · Score: 1

    Kohan fills the bill nicely here, and there's even a Linux version. The concept of supply is taken into account. Your troops only heal within a certain radius of your cities. If a city is under attack (siege), your nearby troops are no longer "supplied".

    Additionally, there's a huge variety of decisions to be made how to organize your troop elements. What kind of main unit to use? What supporting unit types?

    The map also limits how close together cities can be, so you really can't stockpile up in an arms race like you can in most games.

    There's more to this, but I'm not an expert at it yet... ;)

  104. Strategy in Warcraft2 by RainbowSix · · Score: 2

    I've played a lot of Warcraft 2, and despite its simplicity there is some strategy if you look for it.

    Off hand, here's what I remember that I would do that resembles a real war scenario:

    Take the capital: Most people only build one town hall/castle, so I would send in a block of demolition teams protected by a couple doomed paladins and take out their Castle. This sets them back a lot because likely, they have to build a new town hall before they can do anything else. Likewise in war, if you take the capital it is usually over

    There are supply lines: If you build a town around a gold mine and it crumbles, you have to spread your resources and mine more gold. Usually, those second establishments aren't too protected, and if they are the player often can't watch both the main base and the secondary gold mine well enough to prevent an attack. Go in and sacrifice a hand full of knights to take out all the gold miners, and the enemy is set back for a good amount of time.

    Multiple prong attacks: the problem with maps is that they usually have a corner per person, so the attack is always known to be from one side. I usually build up enough guys then blast my way around back and attack from 2 or 3 sides. Usually the backs aren't well defended and with a 3 prong attack the enemy usually can't defend

    If you spread yourself out, it is hard to organize. Just like in real war, if you expand too far and build too many little cities, a normal human can't watch and efficiently produce in all of those cities. That's where the comptuer has he advantage of being able to control everything at once.

    Multiple lines: When you go in for the assault, you can have to diversify troops. I bring in knights and archers, so that while the knights stall the enemy by attacking them, the archers can provide back up from a safe distance.. meanwhile in the chaos, take out their important buildings so that even if you lose all your men you set them back a good bit.

    --
    --------
    It's OK to be social, just don't tell anyone about it.
  105. It is a problem by uriyan · · Score: 1

    First of all, I'd like to say that a strategy can be devised for any game, computer or not. So there's no question whether RTS games may have a strategy: they may. Moreover, for most games, there are winning strategies, and as the time passes, the player learns to understand and implement them.

    However, the fact that a strategy is always present does not mean that it resembles "real" strategy. For a real commander, operative strategy is based on a number of factors: his task, the terrain he's at, the state of his forces, the configuration of the enemy, the extent to which the latter is known, the location of friendly and hostile routes of supply and many more.

    While RTSs do provide a task and a terrain for a commander, and simulate a state of the forces, they often do this in a very limited way. For example, there's a very significant decrease in the performance of soldiers when they're tired and hungry; the location of the enemy is often unknown; unless in action, tanks should be moved using trailers or trains, to spare their resource and after a rain most types of surfaces become impassible for motor vehicles.

    In addition, in most of the cases the task of a commander is destroying the enemy forces. No army can fight without food or ammunition; preventing their supply will lead to surrender. Generally, achieving a breakthrough into the rear of the enemy forces (as was done by the Germans in 1940 in France) is much more effective than engaging them.

    Unfortunately, the above ideas appear in computer games very seldom and to a limited extent. So, yes, the RTS games lack military strategy. I hope this will change some day.

  106. StarCraft and WarCraft are both excellent RTS's by Wavicle · · Score: 3, Interesting
    The problem with StarCraft (and WarCraft) is that people play it on the FASTEST setting. They give assorted reasons for doing so, but ultimately it changes the game from developing Strategy as you play, to "decide what strategy to use when you start the game".

    It also makes certain powerful and useful units nearly useless. For example, how often do you see a squad of Ghosts turn somebody's mighty armada of Carriers into Wraith fodder? You just can't micromanage the Ghosts successfully when the speed is cranked all the way up.

    Fast *Craft games have their place. Kind of like chess: speed chess helps your game, but the highest rated chess games are played slowly and carefully.

    If you want to play a good RTS: fire up an online game of StarCraft on low speed and a map that doesn't have 100 mineral patches of 50000 minerals each. Hunters isn't such a bad map. Big Game Hunters isn't such a great strategy map.

    --
    Education is a better safeguard of liberty than a standing army.
    Edward Everett (1794 - 1865)
  107. blitz? by Anonymous Coward · · Score: 0

    The thing is Blitz works in real life too ...

  108. look for games that are less known by The0retical · · Score: 1

    I am a very dedicated rts and rpg player. I do spend a lot of my time playing Diablo 2, Buldars Gate 2 and the list goes on. As for the Rts games starcraft is well know for being a decent game but the fact remains that it is a blitz game. For those of you looking for a supply line game that doesnt require a mass of troops to win and that every unit has a counter balancing unit in the game look at Sierra Studios Homeworld or Homeworld Cataclysm. The supply line concept exists with the resorce harvesters and the hoard concept is nicely counter balanced with the fact that you can only have so many frigits no matter if you build assault or ion cannon and limited destroyer numbers of either type. I suggest these games if you are hard pressed to find games that suit your need for a more realistic representation of war. You can pick up either of them for around 20 bucks at an electronics store.

  109. Alpha Centauri. by dave-fu · · Score: 1

    It's where it's at.
    The blitz works so-so, but nothing compares to customizing out units and whatnot. As long as you're stuck with locked types, it necessarily cuts down on the strategy of the game.
    So it goes.

    --
    Easy does it!
    This comment has been submitted already, 276865 hours , 59 minutes ago. No need to try again.
  110. Still up to players to use what's available by skoda · · Score: 3, Insightful

    First, I hope you get modded up for a good response.

    I also agree that RTS would often be better labeled RTT (tactics), as you say.

    While it's true that players must be given the gameplay tools with which to create interesting (and effective) strategies, it is also up to the players to utilize what is there. I think that Starcraft offers more strategic depth than you say. A Zerg Rush can be countered; likewise a foiled rusher can come back to win the game. There are a few interesting tactics and strategies for each race that can be used to win the game. No, it's not chess, but there are viable options.

    I think a big part of the problem is that rushes and such are easy. They are pure twitch factor, easily done by hyperkinetic 12 year olds, and don't require as much strategic thinking.

    I think it's the same argument as with the camping debate in FPS games. Many people view camping as evil, cheating and slimey and seek to eliminate it as a gameplay option. Others view it as a valid strategy, allow by the game. I say, if you don't like campers, then don't play with them. Find more interesting opponents. Likewise, if you want more varied RTS play, find more interesting opponents.

    1. Re:Still up to players to use what's available by kisrael · · Score: 2

      Camping is kind of funny. I guess the idea is "if we were all campers, this game would suck, suck, suck for everyone". It's a classic Darwin model of co-operators vs people who go for a single advantage. If every cooperates life is much better, but it's not always easy to wean someone from going for a local advantage.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    2. Re:Still up to players to use what's available by greydmiyu · · Score: 1

      In some games I agree that camping sucks. In other games I think it is a valid tactic in certain situations. Examples (and I know people will object, screw 'em):

      Q3A base, UT base, HL base... IE, Plain ol' Deathmatch - Camping sucks. Plain and simple, it sucks. Point is to get out there and kill. Granted it doesn't mean go running into the middle of a 8-man fustercluck but to sit in one area and not move, forget it.

      CtF (TFC & UT variants are the ones I know): Camping = base defense. Plain and simple. You can't get around that some people need to sit in the base at choke points to provide defense. There it is cool. However, the schmuck off in the boondocks doing nothing but pulling his own pud is the very poster child of bad camping.

      CS (And any clones that use the mission models thereof): Defending the hostages, fine. Defending the bomb objectives, fine. Defending the bomb once planted, fine. As much as the team that is on the offensive might whine these are all legal because the objective is to DEFEND something. As with CtF above, when you have to defend something that requires camping, period. As long as you're not off in some BFE corner of the map it is perfectly valid and, even as an attacker, I'd hope the defenders do it.

      Here's one most Quake to CS players missed around B5, B6 of CS. The CT guarding the bomb when the bomb carrier is killed is not camping in the bad sense of the word! For him to leave the bomb on the ground undefended would be stupid.

      Ok, imagine 2 people left in the round, one CT, on T. There are three possible outcomes. CT or T kills the other, they win. T finds bomb, plants, destroys target, T wins. Round times out with T not obtaining the bomb, CT wins. Ok, CT comes across the bomb laying on the ground. If he stays there and defends the bomb he pretty much eliminates one outcome of the above three. In short, the T will have to kill him to get the bomb. Of the remaining two outcomes one is guarenteed if the T doesn't amble along, the other is a test of tactics and skill. Even so in the case of the T finding the bomb the CT has the advantage as the T might be more concerned with getting the bomb than clearing his environment. In short, the CT has a HUGE tactical advantage by being there first.

      What happens if he walks away? Well, there is a chance of one killing the other. Granted. There's a chance of the T not finding the bomb and CT winning. But he reintroduces the third condition, T finds bomb, plants bomb, blows target. By walking away he seriously reduces his chances of winning.

      Even so every time I camped the bomb and the round timed out there would be 3-5 people bitching at me for doing the right thing because I was a "lame camper" even though to anyone who thinks it through leaving the bomb undefended is the worst possible option to take.

      Camping, as with rushes in Real Time Frustration games, as a viable tactic instead of just an annoyance all depends on the situation. Camp properly, camp to defend, camp to win. Don't camp out of fear.

      --
      -- Grey d'Miyu, not just another pretty color.
  111. Kohan: Immortal Sovereigns& Kohan: Ahriman's G by Niles_Stonne · · Score: 1

    As a beta tester of both of the Kohan games I can say that the developers tried VERY hard to make the game a game of strategy. Instead of controlling single units, you control companies, complete with a leader and support units. Various table-top and turn based strategies a transfered over to the real time engine, including Zones of Control (ZOC), Zones of Population (ZOP), and numerous other concepts.

    More than once I've won a battle by having a superior strategy. Flanking becomes particularly useful because the support and ranged units end up being behind the front line melee units.

    I strongly reccomend it (although as noted above, I'm biased), and it's even available for Linux!

    Official Kohan web site: http://www.kohan.net


    Download page with Linux and Windows versions:
    http://www.kohan.net/kis/downloads/demo.htm

    --
    Sticks and Stones may break my bones, but copyright will always protect me.
  112. Give Kohan: Immortal Sovereigns a Try by Naum · · Score: 3, Insightful

    Kohan is a RTS that advances the genre in the "strategy" department. How so?

    • Instead of creating units, you commission companys - and not only is there a one time cost to commission, but there is an upkeep cost (measured in stone, wood, iron, mana).
    • Implementation of zones - your units will heal and resupply if in the zone of supply. Combat occurs when overlapping zone of control occurs. Companys gain XP and get stronger and there is a morale gauge that will go down if they are continuously marched and fought without rest.
    • Only resource stockpiled is gold - all of the others are net amounts gained/loss on a per minute basis. Building a woodmill will give you +6 wood per minute. So being plus in a given resource is kind of a waste while being negative will bite into your gold income (each resource has a cost in gold).
    • It has a wonderful Linux port and you can do multiplayer against others with the Windows version. I have both OS versions, and the Linux versions runs as well, if not better (i.e., no CD crack required, just run with -c switch).
    • All of these features turn the game into much less of a click-fest and the inane "Age of Buildings" like AoE/AoK would turn into. Terrain matters not only on defense but movement and sight also.
    • Multiplayer is a blast - 4v4 runs smooth, and being able to tribute towns as well as units makes it much more of a "team game" - one person in the back goes Economy while the others gear up for all-out military assault. Even without the full tilt to military or economy, you're always faced with the military/economy balance. If you forego economy, you get the military edge early but if you can't cripple your opponent, his economy later will translate into more military might.
    • Fantasy setting where you can have heroes (the Immortal Sovereigns are encapsulated in amulet form and for 50 gold are "awakened") - the heros are like a wildcard in the deck, but there are other magical units - clerics blessing and healing, magicians casting fireballs, wizards casting lightning spells, archers shooting magic arrows, summoned creatures, etc. ... the combinatinos for forming companies are endless, as is the potential for strategy variations.

    Yes, I'm a fanboy for Kohan - I encourage all to check it out, that is, if you've ever enjoyed Age of Empires, Command and Conquer, Warcraft, etc. ... I had been burned out on the RTS genre until I played this game.

    --

    AZspot
  113. Fallout: Tactics by arghileh · · Score: 1

    Only one person mentioned this and then only in passing but Fallout: Tactics is the ultimate in Real Time Strategy, you cannot charge a fortified position and expect to win, you have to think, plan and then execute, (oh yeah make sure you save as well)

  114. Combat Mission: Beyond Overlord by tjgrant · · Score: 1

    I have been increasing unimpressed with the state of current strategy games. (I've never been any good at them--other than Total Annihilation, but I love to play them). A couple of months ago I went in search of a really good strategy game and came across Combat Mission. It is a WWII turn based game played in 3D.

    The cool thing about it is that the turns happen simultaneously. And after the turn has been resolved it is played out in a 60 second movie using the 3D engine. While the graphics are not the best I've ever seen, the game is completely compelling and is the most realistic war game I have ever seen.

    The CM community is quite amazing (some of the WWII strategy zealots have similar counterparts in the Open Source community). The game is completely themeable, and the addition graphics that have been made available by the community are very impressive.

    If you are into strategy you should check it out.

    --

    Stand Fast,
    tjg.

  115. BattleTech with a Twist by JojoLinkyBob · · Score: 1
    Back in high school, my friends played BattleTech religiously...with a twist. They each chose a particular House (e.g. Kurita, Laos), and if a BattleTech novel mentioned a particular technology or capability they possessed, they could use that in gameplay.


    It was always interesting to watch this in action. They would shout out page numbers in their defense (which usually resulted in a skeptical huddle around the earmarked novel in question.) It was quite funny sometimes, like watching young attorneys argue in mute court.

    --
    -jc
    1. Re:BattleTech with a Twist by hoggoth · · Score: 1

      > young attorneys argue in mute court
      If they were mute, how did they argue? In sign language?

      Now in a MOOT court they could argue as loudly as they pleased.

      --
      - For the complete works of Shakespeare: cat /dev/random (may take some time)
  116. Macromanagement revisited by tenyaku · · Score: 1

    Someone said earlier that adding additional strategy would require adding additional micromanagement. While this is true, I think I know a way to get around the problem.

    The real problem is an overall lack of realism displayed in most RTS games concerning time. Take Starcraft for example. When you click the Build SCV button at your base, you wait a minute and an SCV pops out. There's no explanation of where the guy inside the robot came from, or why it only took a second to prepare him.

    If time was more realistically portrayed, you could have more realism and less macromanagement. For example, you would have a realistically growing population that would have realistic space requirements, and you could send civilians to training camps to become certain types of units. A realistic time scale would reduce the frantic clickfest exhibited in Starcraft; the only problem, it seems, is that it would get boring.

    I guess then you could have some sort of fast-forward button. But then it seems like you're defeating the whole purpose. I give up.

  117. Moo3 and the art of not being by Anonymous Coward · · Score: 0

    What you need is more varaity in unit ais and more in game ais and less ability for the player to micromanage. Moo3 will very likely hit that very well.

    The reason most games suck is not that they dont have strategy its that the stratagy is the same ww1 massed assault. Until we have ais in there that are programmed well thats all we will have.

  118. Civ CTP & Alpha Centari by MikeFM · · Score: 2

    Civ & Alpha Centari are the closest I've played. You can win through several methods and have to balance the amount of resources being wasted on your military against expanding your civilization and technologies. If you're playing against a couple good players it can be a good mental exercise.

    --
    At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
  119. AOE II by Anonymous Coward · · Score: 0

    I like the way the units are balanced in Age of Empires II. Each type of unit is strong against some units and weak against others. If you ry to take an objective with the wrong kind of unit, it doesn't matter how many you have... you will watch your army melt without doing any significant damage.

    In order to win, you have to build several groups of different units, each protecting the others. You can also choose different formations for them, and this is pretty crucial. Finally, here are enough different unit types to make for a lot of varied strategies. Starcraft has these features to some extent, but they are not as well balanced as in AOE.

  120. What about Team Fortress? by Toxxy · · Score: 0
    What about strategic first person shooter variants like Quake TF? Go ahead, try and tell me that a clan vs clan Team Fortress game doesn't involve any strategy.
    It might not have the same tempo as a game like Starcraft or even Age of Kings, a good game of Quake Team Fortress (or even HL Counterstrike) is very refreshing.
    While I'm not going to pretend that it's an RTS, I can't help but point out that it has a lot of important elements of a genuine battle (all ping times being equal.)
    Your teammates have morale, they have skill, and it's important to use communication and cooperation to get a decent job done in a genuine match.

    You may not agree with me, but it's a valid point nonetheless.

    --

  121. Master of Orion by Anonymous Coward · · Score: 0

    The MOO series has always been wraught with morale and supply lines. Indeed it is impossible to do any sort of blitz. Basically because building offensives is slower than building defences. And early on, offensives are stronger than defenses. I await MOO3 next spring.

  122. Idea for a non-turn based strategy game by Anonymous Coward · · Score: 0
    Has anyone ever played Imperium Galactica? You could use that model, where you can slow it down and speed it up.


    With a multi-player version space-strategy game, you could go with the "lowest common denominator" or perhaps an "average of the selected speeds". This eliminates the "slow-poke" problem for turn-based games. The game is pseudo real-time - you could slow it down, but never stop it.


    As a rock-scissors-paper scenario, you could invest in ground troops/defensive buildings, attack ships, or ships that are good at bombardment. This would make the "early rush" scenario unlikely, since your troop carriers would be exceptionally vulnerable.


    Throw in economics, diplomacy, trade and random events, and you've got yourself a strategy game. Yes, you would have to be somewhat click-happy, but you'd have to be careful about where you wanted to focus your clicking.


    Maybe MOO3 will have all this, though I think it will be turn based.

  123. Psychological Aspects by Astin · · Score: 1

    The point about morale is a good one. Each of these games employs the "mindless zombie" ideas. Send in a swarm of grunts, a fleet of ships, whatever, and they'll fight until they win or all of them are destroyed. If your soldiers start getting wiped out, then some should scatter, or become target dummies from the shock of seeing their comrades die in front of them. The more losses you suffer, the worse your armies should fight, and vice-versa.

    Ships should retreat when they're badly damaged, and that damage should be realistic. If you decide to retreat and your soliders or vehicles are near destroyed, then most shouldn't make it very far due to their injuries/damage. Seeing a battlecruiser crash during a retreat because it was too badly damaged would definately change dynamics. At the very least, the speed you could retreat or attack should be reduced proportionally to the damage inflicted upon you.

    The comment made earlier about a Sims-like situation isn't bad either. Soldiers get hungry, miss home, get bored, scared, etc... Yes, it would be ridiculous to have each solider's needs have to met individually, but squad levels would probably work.

    These kinds of changes would drastically change the way people play. You couldn't send in a blitz if it would scatter once it started taking heavly losses. You couldn't send wave after suicide wave because they'd become less effective after each battle. You couldn't have a group of medics/technicians waiting in a safe haven for you army to return to if it was taking a beating. You'd have to pick and choose your battles, weaken your enemies' own morale before wiping them out.

    POWs wouldn't be a bad idea either - squad gets massacred, survivors surrender.

    --
    - In hell, treason is the work of angels.
  124. Unlimited Unit Production Has To Go.... by Woodie · · Score: 1

    Some thoughts to ponder...

    One of the largest problems plaguing RTS games is the unlimited production of forces, which leads to no attempt to conserve forces... Although most games seem to incorporate some mechanism of advancement for troop unit rating - there is little incentive to conserve those forces or retreat.

    Additionally, the typical reason for this problem is relatively unlimited resources - endless iron mines, endless forests, endless supplies of people... All of these things are finite.

    Additionally the scope of most supposed RTS games is largely truly tactical in scope. Yes, there is resource management - but can anyone here really claim that Warcraft 1 or 2 or Starcraft battles occur on maps of "strategic" scale? You have one base of production usually, and the metaphore that gets modeled is largely one of a tactical engagement. The units "produced" largely resemble the pattern of reinforcements arriving at the theatre of conflict.

    - Porter

  125. I think someone tried to make a 'strategy' game by Anonymous Coward · · Score: 0

    back in the day. Anyone remember Across the Rhine?

    You had all kinds of things like supplies, morale, and so forth. You specified objectives and your troops did their thing.

    You could hop into any unit and 'command' tactics on the field, but each unit was oversimplified to represent a whole platoon on the field.

    I found it incredibly boring and difficult to play, because it was very complex.

    Maybe more games aren't made like these because it's hard to design an intelligent interface to control a strategic game and for the average person it just isn't that much fun...

    What I'd perfer is to play people that actually use creative battle field tactics and ignore the strategy element altogether.

  126. Stragetgy vs Tactics by canadian_right · · Score: 1
    Does anyone here understand the difference between strategy and tactics?

    Strategy - a large scale plan, conducting a plan or campaign of war on a broad scale.
    Tactics - the handling of troops in war in the presence of the enemy or for immiediate objectives.

    So, build lots of medium units, a few large ones, and send them into combat as soon as possible IS a strategy.
    Chess is game of tactics. Other than playing defensively or offensively there isn't much grand strategy. You both have perfect knowledge, no new resources will enter the fray, and you start off in contact with the enemy.

    The problem with many games is that very simple stratgies ARE the most effective. There is no penalty for throwing everything you have into battle if the battle is not directly linked into a larger campaign. RTS's favour the quick who use simple strategies - there is no time to setup anything subtle or tricky. Turn based games give you the luxury of the time to setup grand strategies. STARS! is an older turn based combat/resource/research game that rewards good long term strategy. It doesn't allow for tactics beyond sending fleets to other planets. The computer runs all combat. I got creamed the first few times I played multi-player Stars games because my strategies sucked. I misallocated resources, I colonized planets too slow, I spread my ships too thin. Sometimes you have to fient, or attempt to draw out the enemy. Diplomancy is important too. Unless you really luck out (lots of good planets near the home world) you nead allies to win, but you have to betray them eventually to win everything.

    --
    Anarchists never rule
  127. Starcraft requires strategy by Anonymous Coward · · Score: 0

    Outch - you've choosen the wrong game ....
    Starcraft is the one RTS game that actually
    requires strategy to succeed!
    Just go to www.starcraft.org and check out the tactics and strategy section.

  128. Tactics in a computer game by John+Siracusa · · Score: 2

    It's called Myth

    (TFL, obviously :-)

    1. Re:Tactics in a computer game by John+Siracusa · · Score: 2

      I'll expand a bit... :-)

      Myth is all about tactics. There's no resource building at all. Each player starts with access to the same resources: a certain number of "points" that can be used to "purchase" troops at the start of a match. The number and types of troops available to purchase are set by the map designer. (There's also an optional, customizable time limit on making these purchase decisions, just to make it even more fun :-) Once the match starts, that's it: no more troops for you.

      This is the best system for a tactics-oriented RTS game I've ever seen, and I was surprised when every other similar game didn't immediately copy it (and the real 3D terrain :-) It makes every single troop--every single annoying little arrow stuck into every troop!--very important. (Yes, you will wail in pain when you lose your one dwarf :-) And the terrain actually makes a huge difference in the game, unlike in many other RTS-ish games where it's either it's just a passable yes/no issue.

      Myth maps can be unbalanced, of course, heavily favoring one particular strategy, but the game itself does not force this at all, which is the big difference. Great maps in Myth are sublime, making even people who have played them thousands of times think hard during every game.

      Myth ruined me for the click-fest, isometric, resource building, bum-rush RTS games. It's not a super-complex "realistic" war game, nor is it artificially limiting. It's the perfect balance, IMO.

  129. Freeciv by Peaker · · Score: 2

    Need I say more? :)

    Actually, yeah: Even Starcraft, an RTS, *IS* a strategy game. Yes, you sure can rush, but I want to see you win a game against a Starcraft master with a rush (Hint, those people never rush, as that is quite dangerous, against many counter-rushes).
    The real Starcraft masters use tactics overwhelmingly, doing dozens of frequent attacks from all directions, by dropping in strategic points, sending small attacks that expose weaknesses, surprising you with scourages on your overlords, etc. All this while developing their long-term attack, while you are busy trying to prevent them from the next attack.

    They key here, that masters use, or at least I think it is, attacks that are cheap for them and expensive for the defense. I'd say this definitely is a tactic, and it beats the hell out of rushes.

    Starcraft is the best RTg ames I've seen so far.
    As for turn-based strategy, I hvae to admit I have a lot less experience, but FreeCIV and the original Civ games were quite featured in terms of morale, 'supply lines', etc.

  130. Dark Reign by gizmo_mathboy · · Score: 2

    Other games rely on various AI levels and tactics. For example, with Dark Reign, a little know strategy game, you can set an indivudal units behavior. They can be brave, cowardly, or whatever. They can obey your orders exactly or have some sort independance and common sence, depending on a setting. How far they persue the enemy and the like are also configurable. This allows for well made ambushes. I had a handfull of units and defeated people with MUCH larger armies than myself becuase I made good use of terrain, defensive buildings, waypoints, and AI. If the game allows it, and there are more factors to the game, you can use them to your advantage. If you just have a lot of units that can either fly or stand, it is more a game of the numbers than of cunning.

    I thoroughly enjoyed the tactical possibilities Dark Reign! Controlling unit behaviour and movement (I am a huge fan of waypoints in all RTT's) was an interesting feature. However, I didn't like the resource/economic mechanism.

    I think what is lacking is a sufficient AI. Blitzes I think are an outgrowth of how the AI's have to behave in order for it to compete against a human. By that I mean in almost all RTT's the AI gets build bonuses in terms of economic and time factors. However, the biggest advantage is to be able to control all units virtually simultaneously.

    I realize that the current state of the art for AI's almost forces this but I can dream of a better electronic opponent. :-)

  131. Lots of good comments, but no gaming history by Ramses0 · · Score: 2
    To those who think that morale simulation, and non-unit specific control is best, take a look at MS's Close Combat. You order different squads around, who almost never do what you want them to do unless it's specifically in their best interest. Quite entertaining, and very, very difficult.

    To those who think that resource gathering sucks, take a look at "Z" or "Steel Soldiers". Most of the maps that I remember are symmetrical, and you battled for individual control of territories, each territory giving you X points of resources per turn. Theoretically, each started with exactly the same resources, terrain, and position, so individual tactics are key.

    Speaking of individual tactics, Jagged Alliance (also available for linux) is unbelievable. Probably one of my favorite games of all time, it combines minor role-playing, economics, big freakin' guns, and turn-based strategy. My biggest annoyance with real-time strategy games is that they were too much "real-time", and not enough "strategy". JA2 neatly solves the first problem by making combat turn-based, and everything else is as fast/slow as you want it.

    There are tons and tons of cool games from even just a few years ago- while their graphics aren't 3D rendered, the gameplay is definitely timeless.

    --Robert

  132. Empire (not AOE) by Asgard · · Score: 1

    A great strategy based game is Empire. Turn based, some games go on for three months (production only happens once a day). There are also one-day 'blitz' games. Text mode, very intricate.

  133. Does anyone remember that BBS game... by Paladin814 · · Score: 1

    When the subject of RTS and turn based games came up, I remembered the good ol' days of the BBS scene. I used to play this game, where in the beginning you got a copy of the map of the galaxy. From there you could build different attacking star ships, Destroyers etc. And colonise empty planets, or bombard an occupied planet to take it over. Does anyone know what game this was, or if you can still play it? Maybe over telnet?

  134. Psychological Factors by Stonan · · Score: 1

    One thing I think RTS games should take into account is the effect of the battles & battle stratagies that are used. For example:

    In Command & Conquer, to avoid getting your base bombed during the missions you would station one unit to the upper left of your base. The AI would always attackt the upper-left most unit. Good stratagy to avoid damage but if you take into account that after a few times your units would be shaking in their boots after each bombing run wondering if they were next!! This (of course) leads to breakdown of morale and possibly defections.

    I noticed in Tiberian Sun that units gain 'rank' as they survive battles (betters shots, sight, etc). It could work that the higher the rank, the more hardened the veteran.

    HOWEVER,

    If we are taking about a fantasy/space style RTS, use the race. In Warcraft, the Orc grunts and other low level units are rather dim so throwing 10-20 of them at a line of archers as a suicide divertion wouldn't really effect the overall morale of the pack.

    I think just putting this to work in any RTS would create some really good stratagy gaming.

    --
    The GEEK shall inherit the earth...
  135. Ack! by Anonymous Coward · · Score: 0

    Can't believe no one mentioned Myth + Myth 2... Those were games that required both strategy and tactics in real time- in singleplayer as well as multiplayer. You needed to use formations, tactical flanking and positioning, traps, stealth (ahh how I loved hiding those zombies in the rivers! ;P). Terrain had a lot to do with how far your archers could shoot and how far your dwarves could hurl their flaming molotovs.
    What great games... I think I'll go play M2 now.

    Just my 2c =)

  136. absolutely! micromanagement sux by rtscts · · Score: 1

    Guarding the supply line is, even if a human is actually capable of the task, boring. The focus must be between opposing war-units, not the war units and the gravy train.

    StarCraft was a vast improvement over C&C, IMO. Resource gatherers are cheap, and more resources can be had by capturing more land (not vast expanses of poisonous land either). But it's still limited. Whoever gets all the resources first wins, because the other guy will run out of money.

    Total Annihilaion is even better. In the early stages the little units fight over resource patches, but once any team is capable of producing The Big Gunz type units, all teams have long had the ability to produce resources within the relative safety of home base.

    The best game of any strategy game I ever played was a metal TA map (but I don't have it anymore.. DOH!)..

    Even with unlimited resources (Fusion Reactors and Metalmakers) the combination of the terrain and diversity of enemy units made it extremely difficult to win, and in the end I had to devise a real strategy to win, because throwing infinite numbers of any old unit at him wouldn't work.

  137. Shogun by Danny+Rathjens · · Score: 1
    Shogun includes many of the features people have suggested for a better strategy game.

    • Turn based high level strategy.
    • Real time tactical battles.
    • Orders are issued to armies or units, not individuals.
    • Units may not obey orders or run away due to morale.
    • Weather affects battles(rain makes archers less effective and lowers morale of troops wearing sodden armor, fog reduces distance you can see, etc.)
    • Higher ground is advantageous.
    • Other strategies tactics available than battles or to help strategic decisions, such as diplomats and shinobi(spy) units.
    • Ninjas can be used to assassinate enemy generals, also lowers morale.
    • All units have different experience levels.
    • Timeline events necessitating strategic and tactical changes occur such as the portuguese arriving with guns.
    • Religion is a factor once foreigners arrive.
    So, anyway, I had the exact same opinion as the original poster about the way most people don't play for the strategy. Such as the way nearly all people on battlenet played starcraft at fastest speed and use the same map. Playing Shogun made me much happier, 8^)
  138. The Single Player Campaign by Castolari · · Score: 1

    While whether or not Strategic/Tactical decisions apply in a multiplayer game, I.E. Aiding an Ally vs. building defenses of your own, where to advance on the Tech Tree, and so forth, There's definitely much greater depth than in the single player campaign. Admittedly, the RTS campaigns have provided some great times in the past, but with precious few exceptions, they've begun to simply pale to the multiplayer. There's two dominant kinds of Missions: The Base: You've got a base and a patch of crystal/energy/gold/Plot Device, so build up and rush a superior foe. The Puzzle: You've got a limited number of units, so figure out the correct path through a maze like environment to solve the mission. After the first couple of missions, the whole thing starts to lag. You've rarely got to make tech tree decisions, its either "use that shiny new thing" or not. And your enemy, because of their superior forces, almost always remains totally passive until you cross the scripted line. This kind of "seeing the seams" of the mission, turn them all into trial and error exercises in figuring out what lines you can and cannot cross. (At least when I get horribly stomped in multiplayer, I know I had a fighting chance at the beginning.) I'm interested to know if there's still a campaign out there that's as appealing as testing your wits against a person.

  139. Flexability's the key by Laser_47 · · Score: 1

    I've played several RTS games since the original Warcraft, and I've seen actual improvements to the genre, and a lot of hype also. The best games I've seen so far is Total Annihilation from Cavedog. The game is eons old in CPU time, and still has better playability than several others that are newer. Even after playing it for years, a master at the game learned something new about it just last week! A game that has such a broad range of characteristics has to have been well designed.

    Having different pieces that have different functions is the basis for tactics in RTS type games. Adding to the diversity helps a player decide a particular play style. In checkers, all the pieces are the same, and there's only a couple of types of moves. The strategy involved is "hope the other player screws up so I can force him into a bad position." Chess has the same playfield, but pieces that move in different ways, and this allows the player to rush, build defensivly, or some medium between the two. Having a large supply of units to pick from allows combinations of attacks, and makes the game more diverse.

    An infinite "technology tree" would be an additional way to diversify units. In Warcraft 2 the blacksmith shop let you upgrade your armor twice and your weapons twice. In big battles this was done by both sides in a matter of 10 minutes, and didn't really do anybody any good. If this was a curve of diminishing returns that never ended, a person could make a piece nasty in a particular characteristic. A doubling in price for an additional 10% increase in that charataristic would allow a player to custom taylor their pieces to their style of play. You could make tanks that are + 160% armor, but do you really want to pay $6,553,600 for that upgrade? Of course, I could negate it by making my tanks shoot + 160% for the same $6,553,600. Or a player could balance weapons, armor, unit speed, firing speed, sight distance, mining capacity, etc. Apply the same philosiphy to buildings - faster unit production, cheaper unit prodution, higher resource output, etc.

    Small details that I've seen in a couple of games that were neat, but didn't make the gameplay better were automatic map copy from the host if you didn't have it, saving the game to be resumed later, entering the game in the middle to watch, etc. This makes getting a game going at a LAN party smoother and more enjoyable...

  140. It seems to me... by Nickodemus · · Score: 1

    ...that most strat games could really be more strategic and tactical if they would limit the amount of ammo the units have. If this were the case, you make an effort to either build up your forces more for the attack phase or build up your bases more in preparation for the enemy's attack; then try more to disrupt the flow of supplies when you make your initial attacks. Quite often when I play a RTS game, my initial targets are the resources - not the manufacturing facility. Cut of the source of the supplies/money/etc. and you have in essence won the battle - assuming the same is not done to you.

  141. Re:You haven't played starcraft enough by Drakantus · · Score: 2

    Zerg actually have another *huge* strategy- early expansion. Since they can have a full base with just a hatchery, it's very easy for zerg to expand early and take over the best spots. This is often made even easier when your opponent is EXPECTING a rush, and turtles from the beginning. You let him sit tight in his little base, and than 10 minutes later drop 50 hydras and 100 zerglings in his base VIA overloard traqnsports. Or, on a wide open map, you attack with ultralisks and defilers to cast swarm, making the ultralisks immune to virtually every defense in common use.

    In any case, there is much more to it than you think. The biggest flaw in starcraft is IMO battlenet- there is no way to filter out all the stupid custom maps, and all the idiotic "mucho money" games, and the players are mostly obessed with ratings, 90% of the time when I win the loser begs me to draw with him so he doesn't get a loss.

    --
    I love going down to the elementary school, watching all the kids jump and shout, but they dont know I'm using blanks.
  142. Amatuers study tactics... by zimbu · · Score: 1

    professionals study logistics.

  143. Remember Ender's Game? by Cycon · · Score: 2
    I'm rather curious why no one has attempted to emulate a game such as the "war simulation" found in Orson Scott Card's Ender's Game. I don't want to give away any of the plot of the book, but basically you can play the game on any level you choose. You can be a single fighter, command a squadron of fighters, or as a general, command all of the squadron commanders.

    The game could be set up a like a tree, in which you start off flying a ship, and the better you are, the higher your "respect points" rise. If you reach a certain level of respect, you have the option of becoming a squadron leader. If your squadrons do particularly well, you have the option of moving up again, and so on.

    Most importantly, the general only had a specific, limited number of ships that had to last throughout an entire campaign. You don't build new troups, you don't worry about supplies, or any of that other tedious stuff they've kept out of video games. You're essentially in blitz mode, but depending on where you strike and how you delegate your troups over the front will affect how many troups you lose in each battle, and only if your strategy is strong will you be able to defeat your enemy.

    --Cycon

    --
    Your Brain + EEG + LEGO Robots = Brainstorms
  144. well sir by Lord+Omlette · · Score: 1

    "Take, for instance, StarCraft. The last time I played with someone actually used a strategy besides simply building a lot of medium units and some large units and then sent them all as soon as possible was.. well, never."

    Here's what you do: go to a Korean cybercafe. Chat up one of the girls. Get her to play a game of Starcraft with you. Try your silly 'build a lot of medium units and some large units and send them over as soon as possible' moves, and then proceed to get stomped. The only reason everyone is still playing Starcraft 3 years after it came out is because those goddamned Koreans come up with something new every day. Don't believe me? Go try it. There's tons of strategy there, you need two things: skill and skilled opponents.

    --
    [o]_O
  145. Easy. by Anonymous Coward · · Score: 0
    Stop 'rushes'. Stop unit clones. Make everyone totally balls to the wall different.

    There's hardly much strategy involved in today's strategy games.. Build three thousand barracks type buildings, pump out three hundred thousand disposable troops, and choke the enemy with your dead.

    And these so called 'rpgs'?

    I'm sorry, but roleplaying isn't about killing things mindlessly, getting experience, and winning the game.

    In a true roleplaying game, you *can't* win. There is no 'ending'. Above all, you are not important. When you die, the game shrugs and goes on.

    Excuse me, I need to go make fun of some freeform not quite roleplayers who can't handle bad things happening to their characters without their explicit consent. ;)

    (Go check out Cybersphere for a *real* roleplaying game. Remember, kids, you are nothing! You can die at any moment, people can and will kill you because they like your sneakers and wish to acquire them without financial loss!)

    You are not a beautiful, unique snowflake. Or some shit.

  146. Civilians! by The+Evil+Beaver · · Score: 1

    If you want to build units, you need to spend civilians. If you want your buildings not to decay and fall apart, you need civilians around to do upkeep. Etc.

    In short, if you don't have civilians, you're up the creek without a paddle. You can capture them from the wild or from other players (mostly by getting troops to enter an enemy ghetto or village), lure them with promises, etc.

    Of course, it's more complicated than I'm telling you, but you can wait until my game is in stores. Suckers! :D

    --
    Chris 'coldacid' Charabaruk Meldstar Entertainment
  147. Stars Supernova Genesis by blueworm · · Score: 1

    Stars Supernova Genesis will be the ultimate strategy game available.

    www.crisium.com

  148. starcraft by Anonymous Coward · · Score: 0

    ever played Starcraft? you cant say that there is no strategy involved. Your argument is that most players just try to mass more units than their opponents. That is only possible in Starcraft by having more mineral flow and more unit producing buildings.
    How to expand to collect more resources while not spreading yourself too thin requires strategy on its own. a good starcraft player will go for recon quickly so they can tell when an opponent is expanding their base, and take them out before they get rooted next to new supplies, thus keeping their enemies supply low.
    That is just ONE element of strategy in the game, there are many more. some people like to mass large air units, like carriers or battlecruisers. if you anticipate this, you can take out their entire offensive with a few cheap ground units, Ghosts, to lock down their units.
    How do u get dropships past a line of photon cannons without taking damage? send your dropships to a drop point beyond the other side of the cannons, and send one or two offensive planes along with them. theyll take all the hits from the defense as your dropships coast casually over the line of d. If you drop units as your ships are flying you can make it to the drop point without any of your ships taking a single hit.
    I could go on and on and on and on. believe me. No strategy involved?? youd have to be crazy to think that.

  149. Rise of Rome by rufusdufus · · Score: 1

    The Rise of Rome (Age of Empires) is the best strategy game ever made.

    Real tactics and real strategy. Regardless of what some newbies think, there is no single best strategy.

  150. A suggestion by glassware · · Score: 1
    Try Shogun: Total War. Asides from the fact that it's based on a really clever old board game ("Shogun" later renamed to "Samurai Swords"), it has a very elegant tactical warfare model.

    This is to say, it's ugly. You control literally hundreds of troops on a big playing field. You have to plan your attack or defense well, because your troops grow tired the further they march. They grow disheartened if they see too many buddies get killed. And most importantly, they don't react the instant you tell them to go somewhere! You'd be surprised how important this little delay can be - the hyperactive teenager can't get his troops to move any faster than the methodical Prussian tactician.

    There are lots of elements of victory. Troops attacking downhill have the advantage. You can rally your troops by making sure that reinforcements are waiting behind their lines (fleeing soldiers tend to regroup if they see lots of friendlies). If you put your general in harms' way, he can get killed or turn tail and flee, usually fatal blunders. You can surround and crush an enemy excursion; but if you miss the timing, they can easily break through and wreak havoc on your lines.

    Be warned though: it's slow, and it can be dull and frustrating. I find that figuring out why I won or why I lost is at least as interesting as fighting the actual battle.

  151. How about Tribes? by sanity_slipping · · Score: 1

    I'm referring to the clan games in the Tribes series.

    For example; my Tribe plays in matches almost twice a week. We have an Offense leader and a Defense leader. Since every soldier is a real person, this would bring about a lot of the "fogginess" of a real combat general. People may or may not strictly follow orders, depending upon what they think is necessary. Communication is necessary to keep a well oriented team.

    Even though it's marketed as a first person shooter (albiet in midair), in clan warfare it takes on some strategic elements and necessities. It provides for this with the Command Circuit, in which you can set objectives for players, and view the current status of your team's players and equipment.
    -----

    --
    I can feel my sanity, beyond my reach and slipping...
  152. Jeez, by skimmer · · Score: 1



    1) There are TONS of deep and complicated strategy games (many have already been pointed out in other comments) but...

    2) They don't sell all that well.

    3) Many 'simple' games are quite deep when you explore them fully.

    4) Starcraft, on fastest speed, is mostly brute force so unless you are against someone who is the same speed there isn't much variation. But try a game at a slower pace!

  153. Actualy strategy? by Bohemoth2 · · Score: 1

    What preytell is an Actualy strategy?

  154. Easy Fix to make a game a "Strategy" Game by FKell · · Score: 1

    Give everyone the same exact amount of resources. Call them units, or whatever, then the game becomes all about tactics and strategy, because everyone has the same limited resources. The best examples I can think of are Bungie's "Myth" and "Myth 2." These to me were the best strategy games ever (fantasy based). Plug-ins have turned Myth2 into one of the greatest WW2 strategy as well. The game's engine and physics are simply amazingly realistic. And since everyone/team starts with a limited number of points that can be used on units, the mix of units as well as the usage of those units are absolutly key. You can't just rush what you have at the other player, you will all wind up as little flamming and charred bits of corpses if you do. You needed to think things out, come up with sometype of plan and be able to change and adapt it to fit the current situation.

  155. Simple by Perdo · · Score: 2

    Everyone starts with all the units they will ever have. No out building your opponent. Strategy would come in pre-game troop placement and in game movements. Each side should have a superweapon capable of taking out a mass rush making dispersion a necessity. Eliminates mass rushes and early buildouts. Perhaps resource gathering would be included just to stay alive. Just like real life. Losing your superweapon is like loosing your Queen. You will not be long for this world, but might still force a stalemate.

    --

    If voting were effective, it would be illegal by now.

    1. Re:Simple by Sloppy · · Score: 2

      Sounds like Myth.

      --
      As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
  156. Narrow views of gaming? by stonecypher · · Score: 1
    Well, when I read through my limited scope of the first half of comments, browsing at four, I saw people focussing on RTS-style games: StarCraft, WarCraft, Total Annhialation, Dune 2, etc. For one, I'm happy to see that my original prediction that Command and Conquer would largely be forgotten as the best of the "me-too" games seems to be happening. I've also noticed a single, lone comment about "go", one of the best strategy games in history.

    What I don't see are people pulling anything more obscure than chess. This is disheartening: we have tons of games whose strategy is essentially the only real game component.

    Take, for example, Stars! (and the soon-upcoming sequel, Stars! Supernova). TURN BASED GAME. Quite a strategy monster, too - you have the opportounity to customize your race on something silly like 125 axes, and then to pursue a strategy to which your species is tailored. Leads to some very weird, very complex plans.

    Or take something more mundane. There are elements of strategy in Backgammon, Poker, and Blackjack. There are elements of strategy in sports. In craps. In Tetrinet. Even in Magic: The Gathering.

    For that matter, I saw quote that the last time someone-or-another had seen strategy in StarCraft was "never", bemoaning that some mid-level units and a few high-level units were all he ever saw. Well, either my house is much better or much worse than you guys are, because every time someone here tries that, they get stomped flat - either we can beat that tactic, or nobody here uses that tactic well. But StarCraft, in this house, is pure attrition: we cannot penetrate one another's defenses until someone's out of resource X.

    In my not-so-humble opinion, all you need to founder strategy are two elements: a game wherein thinking players do better than nonthinking players, and players who think. If you've ever played Chess in a park, you'll know that even the western ideal of the strategy game (I still prefer Go, myself) can be player utterly without strategy - nearly invariably to disasterous results.

    Why aren't more commercial games being developed where strategy is the only direction a player can take? Oh, well, look how many people play chess actively. Not how many people play it once a year, but how many would buy it for $40 at Babbage's.

    In the meantime, how do we make more heavily strategic games?

    This one's a little more difficult, and what I'm going to say is by no means the only set of ways. In fact, I'm knowingly cloaking certain ideas, as I'm trying to use those ideas to break into the publishing market as we speak. But:

    • When creating your tokens (to RTSes, "units"), try to ensure that there are multiple significant strengths and weaknesses to each. Try to see that foreseeable groups of units share at least one weakness, and make some weaknesses difficult to address.
    • Try to ensure many paths to success. Searching this discussion will give you many such: attrition, overwhelming (this is a *valid* technique - see blitzkrieg), outproducing (see why the US won despite blitzkrieg), diplomacy, cultural infusion, and so on.
    • Balance is critical. A multiplayer game where one path wins much faster than others generally has one path in use.
    • Things like shifting ties between players can complicate games. Allies who aren't allies anymore can prevent certain tactics based on knowledge of prior secrets. Alliances can outweigh heavyweight players.


    There are a bunch of resources which will lead aspiring designers to good extant game mechanics (which may in turn spur development of new mechanics). Long-time game companies such as Avalon Hill are a great target. Tom Jolly games (WIZWAR! WIZWAR!) is another awesome resource. Mailing lists (go look at Yahoo) are also a good place to start, but the people there generally don't want to talk to newbies - just the old-heads who know what's already been said. Try that if you're good at lurking, and are patient.

    What's most important to making a strategy game? Playtesting. If everyone's doing one thing, try getting in there and donig something else. If you can't win, then something's unbalanced, and you need to either trim it back or weight other things, or maybe jsut give alternatives. Play for three months. If you don't see a ton of strategies emerging, you haven't been successful.

    Good luck. I want more strategy out there, too.

    - Fatzilla
    --
    StoneCypher is Full of BS
  157. Chain of Command by reimero · · Score: 2

    A while back (meaning within the last 2 years) there was this company called 2am (which has gone under) which set up one of these gaming sites. Far and away their most popular game was called "Chain of Command." I don't want to bore anyone with details, but the idea was that you and a certain number of other individuals would fight a short (10-20 min) battle against another group of individuals. Each player got 4 soldiers, and the players were sorted by rank. As you got better, your rank would improve and you would move higher up the feeding chain.

    But I digress. To do well at Chain of Command required a combination of teamwork, strategy and tactics. Teams that did well were generally teams that were aggressive, well-organized and used every advantage given them: cover, suppressive fire, stealth tactics, etc. What made that game cool was that in order to be effective you had to have a plan and stick to it. People who rushed in blindly ended up getting their tails shot off in short order. I had lots of fun with that game...

    --

    ----------

    Something clever
  158. I'd like to see... by europrobe · · Score: 1

    ...a game built like this:

    Two levels: a strategic, possibly turn-based (Panzer General?), and a tactic (Ground Control style).

    The strategic level would allow you to move units the size of brigades and up, over basically the whole world. It would allow technology research and politics and building/training of tanks and troops. Once there is a battle somewhere, the game would switch to the tactical level. On this level, you would have to fight with what you put there earlier on. You would not be able to "build" tanks or troops at all. Artillery should be truly long range, and airstrikes should be available. Nukes should not be allowed, but arty should be about the equivalent of the "nukes" in todays RTS with regard to damage.

    Of course, the terrain should be fully 3D, with true line-of-sight calculations. Troops do have to be more intelligent. Click-fests are just no fun, and in most RTS games of today troops regularly get clogged up when moving around close to each other.

    I can't think of anything more at the moment.. just my 2 cents worth.

    --
    Score:-1, Wrong
  159. Try Russo-German War by Schwerpunkt by Anonymous Coward · · Score: 0

    Not truly strategic, but damn near. The full war in the east in WWII. A great game.

    WWIIOnline sucks A$$ by the way. It is a true piece of $hit.

    http://www.ghg.net/schwerpt/index.htm

  160. Here's why by Chris+Johnson · · Score: 2
    This isn't precisely strategy but more small-unit tactics- but here's why you are so right :)

    It has decent interface for micromanaging the individuals that make up your force, distinct but easily understandable types (like the dwarf, who throws bombs, or archers, who are weak but fire distance weapons), damage is tracked on an individual unit basis and you can monitor it easily just by selecting the units, and it has the fully 3D map with extensive use of both large and small height gradations.

    That's the basis for Myth's superiority right there. If the ranged weapons were, say, laser rifles, it would be nowhere near as interesting what Myth has. Your archer/dwarf has a range beyond which they cannot fire. This is not a fixed range- if you're firing down a gentle slope, surprise! You have more range. You can have units concealed among the terrain, or on cliff tops that are difficult to see up to. A dwarf can fire a bomb, miss, and have it roll back onto friendly units. You can have a bunch of fighters and a bunch of archers being attacked from the wrong side, and the fighters can't get past the archers because the archers are in the way, in spite of the easy interface.

    It's based on very, very simple and intuitive concepts of units taking up space, moving at certain speeds, firing missiles that behave with realistic ballistics, on terrain that is convincingly unflat and irregular- none of these things are themselves that amazing, but combine them all and you have a tactical situation that is completely beyond any person's ability to _totally_ understand at any one time. So you make 'chunked' models of what's going on- 'group of guys over here, hill there, mostly flat here' and this is where the real tactics enter into it- just as it is with real-time massively multiplayer air combat games- it's a question of situational awareness in situations that are flat-out too complex to just rigidly understand.

    So the point is not, "Let's have armies also require SHOEMAKERS and if you don't have enough shoemakers you can't march!". That's like a boolean value there. Instead, how about having fatigue? In Quake-style RTS games, such things are far from popular, because if you get injured you become dead meat, so it turns it into a boolean situation for you- hit == hosed, and you can't outrun your attacker. However, in strategy or tactical games, supposing you have a particular unit (such as a dwarf) that has skills you need, and that unit is hurt- and moving slightly slower than the others. Suddenly there's a whole new level of tactics. If you all just run away, your dwarf is a straggler and dead meat. Suddenly you have to time your retreat, cover the stragglers not because the rules tell you to but because the EMERGENT rules force you to.

    The reason Myth is such a winner for you is, it's all about emergent rules in situations too complex to reduce to simple rules. It tests situational awareness ruthlessly.

    *g* now you have me wanting to install it and start fooling with it again, instead of doing my work ;)

    1. Re:Here's why by Anonymous Coward · · Score: 0

      Another game with really good small unit tactical play and outstanding physics and simulation of terrain is "Combat Mission: Beyond Overlord", from Big Time Software (battlefront.com).

      Useful tactics are pretty complete and you have to think about a lot of things like using cover and terrain, maintaining a reserve, selecting lines of advance etc. Units are squads or vehicles and are directed with waypoints, but are otherwise self managing and subject to morale effects etc. The game setting is WWII in europe after Normandy.

      The game can be played against the game AI (which can be pretty good) or by email or tcp. The attention to detail and accuracy in the simulation is simply amazing.

      Only sold online from battlefront.com, presumably because the major game publishers think it is too complex or abstract to be a mass market game. There are several active fan sites and opponents are plentiful.

      -dg

  161. Risk by MrNovember · · Score: 1
    One of the best games for balanced strategy, IMHO, is Risk (the old board game). This site: Dominate
    had the best and most obsession-forming on-line version of the game. Unfortunately, some jerk made him take it off-line.


    Many strategies in Risk are valid and can work. The on-line version had interesting options that even created new strategies.


    It seems like when people try to design games that are too complex they become unbalanced. Why do you think chess has lasted so long? Not because people didn't try creating different games but because it's well-balanced.

  162. MUDS as RT online strategy games by searleb · · Score: 1

    In a world of games like Quake, Half-Life, and Ultima, one has to consider the roots of RT online strategy games. Back in the early 90's, the internet was young and slow. Only people who were spending obscene amounts of money to attend college had access to computers fast enough, and well-connected enough, to play meaningful online games against human opponents. Some games were graphical, like NetTrek or Bolo, but most were text-based. These were called MUDs. (Multi User Dungeons, and later, the broader Multi User Dimensions). These games became so detailed that entire role-playing cultures arose. This attention to detail gave players a world of opportunity to expore, strategize, and combat each other, unparalleled by most modern graphical games. For this reason, MUDs are still commonly played by people who search for the ultimate gaming strategy experience.

    For example, a MUD called Genocide (or Geno) is still very popular. The premise of Genocide was that, unlike most MUDs, where you had to advance your player by completing quests and gaining experience, etc, each player started each war equal. Only knowledge of the game, superior tactics and teamwork, and typing speed separated the base newbie from the superior player. With an estimated 6000 different rooms, well over 200 different weapons and at least 160 distinctly different spells, Genocide gives unparralleled complexity and depth of strategy. It forces players to learn each others tactics in an effort to confront them and calculates a myriad of statistics and toplists so that you can best know your enemy before entering battle.

    Even now, nearly 10 years after the formation of Genocide, the game still exists, and is still played. If you're interested, for more info, check out www.geno.org, or just download the damn CRT program (from www.vandyke.com) and telnet to geno.org. Once online, create a character, and read through the various informative and amusing help files and newbie guidebooks.

  163. more complex strategy games by CrazyClimber · · Score: 1

    Dominions by Illwinter requires a great deal of actual strategy and it runs on Linux! W00t!

  164. Surprisingly AOE2 has an option for more strategy. by sirPaul · · Score: 1

    The game's AI kinda suckes, but if you change the victory condition to a nifty score like 20,000 then play with a few real people on the network and you've got some strategy.

    In order to win you have to have a strong military, and a strong economy. You could also wipe out ever single other guy on the map, but sometimes thats tedious.

    Guess it's not MUCH strategy, but it beats creating 50 elite archers and kicking some ass.

    --


    -pB
  165. Ender's Game? by modulus · · Score: 1

    Is there a game similar to the "game" in Ender's Game? It seems like that would be fun, at least as far as actual battles as opposed to war planning go. It might be fun to be able to either be the high commander, communicating with your AI or human teammake subcommanders, or a subcommander with more direct control over fighters. In fact, why not even make it possible to play as an actual fighter (or whatever) pilot? I think enough people would want to try different roles and develop specialties, it could probably get fairly realistic if it was found to be technically feasible to do. (Good voice communication would be desirable, as well as good interfaces, graphics, and AI.)

    Anyway, that's what I thought of when I saw this.

    1. Re:Ender's Game? by 3Suns · · Score: 1

      If that's you're ticket, you definitely have to play Homeworld. Ender's game was the first thing I thought of when I first loaded up homeworld. It even won Game of the Year a couple years ago.

      --

      -3Suns

      ~~~~
      The Revolution will be Slashdotted
  166. What about Myth? by Anonymous Coward · · Score: 0

    Ok, i hope that I am posting this in the right area. Anyway, what about Myth, Mtyh II, and the soon coming out Myth III?

    In the Myth series, you have no unit production, and everyone starts with roughly an equivalent number of units, depending on your race.

    It is also almost impossible to play a game and just rush the other person, it just doesn't work, because the other team will invariably just pick off all your swordsmen with their bowmen, and create ambushes for your bowmen.

    I also was talking to a friend of mine, and he played a 16 player game, wiht 2 people contorlling each time. In the game, his freind and him won the game, without losing a single unit. In what other RTS game is that possible? Certainly not Starcraft or the C&C series. So remember, there are true RTSes out there, and in the case of Myth, extremely cheap ones, also.

  167. "Strategy Games" by RNLockwood · · Score: 1

    My first thought is to make intelligence about the other player's dispositions and capabilities somewhat hard to come by but necessary to play well. I would make some of the intelligence sketchy and ambigouus. The players should have some options of disquising their infrastructure and hiding assets, too, so that some thought must go into tactics.

    --
    Nate
  168. Re:You underestimate the amount of strategy involv by neon_geniuses · · Score: 1

    It is not good strategy to practice this "archon rush." The units are so late in the game and expensive that you really must be winning in order to launch one of these attacks. You realize that the real strategy is in expanding to new bases and defending them successfully. Once you have taken 4 bases, you can afford (and deserve) to build mass archons or arbiters or carriers to quickly wipe him out.

    (You are a moron if you are complaining about no strategy while playing a map with infinite resources)

  169. *Real* War Sim by BoBaBrain · · Score: 1

    Would a massive FPS game do it? Maybe with a few general types playing it as a RTS...

    --
    I am a Karma Library.
  170. starcraft without strategy? by TypoDaemon · · Score: 1

    i've seen it. i've seen people with 5 starports pumping out carriers like there is no tomorrow. but then again, i've never *EVER* had to deal with a carrier fleet.

    you know why?

    because a pack of 12 wraiths will absolutely destroy a few carriers that are bunched around those starports, which will not have any detection, because they were stupid enough to devote their resources to carriers.

    if they have detection, you take it out. then you destroy their carriers.

    if you're sitting in your base, waiting for the carriers to come, then you deserve to get blasted by a large group of them. but - if you're proactive and always attacking, they'll never have more than 2 or 3 carriers at a time, and that's hardly scary.

    the problem is that most people don't attack. if no one's attacking, and attacking well, then big units show up and destroy everything.

    though, you're probably on bnet, which would explain everything.

  171. Diplomacy by Evil+Adrian · · Score: 0

    0% luck. 100% skill. All strategy. Need I say more?

    --
    evil adrian
  172. Starcraft has changed by Anonymous Coward · · Score: 0

    When I used to play heavily in the first, second, and third season ladders people made heavy use of strategy. The special units (sci vessels, queens, defilers, templars, etc...) were very important. Everybody knew how to defend a bad rush. Recon was key. Resource starvation was always a concern. Attack early attack often was the rule. Since then, people has lost the art of playing Startcraft well. A few people that I see on BNet that I used to play against have impecable records (one person hasn't lost a round in months). Strategy is still key. The newer crowd just tried to build as many carriers (or equivalent) as possible, then just have one large attack. This is facilitated by these unlimited resources maps.

    Starcraft has to be the best balanced RTS game ever, though. Nothing has had it's lifespan. Nothing presents such radically different races and still manages to provide every side an oportunity to win at every stage in the game. If you do not know this, you need to learn how to play better (if you are thinking zerg, think defilers and quees: broodling is almost as powerful as mind-control but costs far less considering queens are much cheaper than dark archons).

    I do think that it is a testament to how great SC is considering it is still played fervently online (even if I do not appreciate the current style of play).

  173. I'd call my "strategic" RTS SHOGUN: Total War! by Anonymous Coward · · Score: 0

    First, I would pick a setting of feudal Japan, where there were numerous factions and opportunities to fictionalize engagements. Then I'd develop a smooth nice-looking 3D engine that could handle 1000's of toops at once. Then I'd great gameplay that was approachable without memorizing statistics and number, but not sacrifice any strategic value. Condiditons of morale, training, experience, weather, height, weapon grade, flanking, intimidation, social class, etc., would all be a factor in this game. On top of that I would overlay these 3d battles with a 2D risk-like strategy game that controls all of these conditions before you enter the fight. Then I would call this game Shogun: Total War. And later maybe I'd release an expansion pack involving Mongol Hordes!:)
    But seriously, there are good RTS's out there that DO require strategizing. Shogun, I think, is one of the best examples of them. I'm really surprised that it has bearly even been mentioned. I think the reason why we are still having the attack of the command & conquer clones is that nobody is really interested in investigating. Some people have mentioned Real War and Sudden Strike, but both of these bland RTS's are horrible examples of strategy games. They only get considered because these people are not reading anything beyond what's written on the retail box. Shame on you!

  174. Sid Meyer's Gettysburg! is a good example by valpep · · Score: 1

    I have played many games over the years which require real strategy in order to do well. Many of those games were single player simulations, such as Sid Meyer's Red Storm Rising, or the good old M1 Tank Platoon. A 3-minute step sumilation of battleship combat, Action Stations! was another good simulation from the late 80's era. That simulation was so realistic, I could replicate the Battle of the River Plate (Graf Spee vs 3 British cruisers) results with amazing regularity. I even learned how to defeat the British! Today's best strategy game that actually required expert strategy and tactics is Sid Meyer's Gettysburgh. If you just pile up your troops and attack head on, you get massacred! You need to learn how to form defensive lines, take advantage of height, forests and flanking techniques. Let your troops settle in a given position, and they dig in, giving them an additional defensive advantage. Basically, an accurate (and smart) game design will bring forth the stragetic elements required during historical battles. Add multi-user capability to the game, and you'll make sure that you'll always find expert tacticians to battle with.

  175. Eastern Front: 1941 by swordgeek · · Score: 2

    This was the first turn-based wargame I played, back in 1982 (!), on the Atari 400. I don't know if modern games compare since I've not really kept up with wargames, but that one definitely _was_ a true strategy game. Not just resource management, not just racing to build up units (since you started with a fixed number of units at the beginning), but strategy. If I remember correctly, you could do such things as combining damaged same-type units together to make one good one, and so forth.

    Anyways, great game. Chris Crawford sure could write 'em.

    --

    "People who do stupid things with hazardous materials often die." -- Jim Davidson on alt.folklore.urban
    1. Re:Eastern Front: 1941 by bluGill · · Score: 2

      Ahh yes, eastern front. I well remember getting 10 minutes into loading that off a cassette only to have it fail. Disks were so much better when my dad finailly scraped up the money to buy one...

      You didn't have a fixed number of units per say. You had a fixed number of units, set up to match the German forces in 1941 (the russian forces of curse were fixed the same way). From time to time you got more.

      Supply lines were important. you had to keep your open (anything to the east), and block the Russian's lines. The latter was the key to winning (which I never did). Kepp your lines open while also getting behind your opponants lines, but then you have also closed yours off.

      Winning was 200 points at the end. It isn't hard to get 200 points after a few moves, but you could lose those points, and latter in the game that was easy to do.

  176. THE Strategic Game: Z! by Anonymous Coward · · Score: 0

    Doesnt anybody know Z? The most important ressource
    is time. You can capture Field by touching a flag,
    in this fields are fabrics which can create Tanks
    or robots etc. The more fields you have, the faster
    you can build...
    It's a fucking fast game, one second of not
    being concentrated, you loose... needs lots
    of tactics, coz you have very few units..

    cu, Dobin

  177. Battle Isle :) by AndyS · · Score: 1

    RTSs are generally always going to end up with the player with the fastest reactions doing well, or he who has the luck to attack first. There's some strategic element in knowing what to build, but there is a reaction element.

    One of the most tactical games I ever played (on a computer, I'll ignore the boardgame diplomacy) is the initial Battle Isle Series (along with History Line). You get enough time to plan out each attack, and it works very well in multiplayer. It is however, not real-time.

    Also,Settlers and Settlers 2 are nice and real-time. They also I find have more interesting combat. They have less of an "instant reaction" or rush requirement, indeed, you can't rush in the Settlers. (of course, Settlers 2 hates my PC, and the later Settlers aren't as much fun IMHO). I find these more fun multiplayer than many standard RTSs

  178. Swarm by aprentic · · Score: 1

    Check our swarm http://www.swarm.org
    It's a toolkit for objective C which facilitates
    the creation of agent based simulations.
    The idea is that you can create sets of agents
    which have individual charectaristics and maintain
    individual state.
    You could easily use this to create units which
    have operational parameters but can still be given
    orders.
    It's also pretty easy to integrate this with genetic AIs.
    Then you could have groups "teach" new members stuff they've learned. Since groups with high attrition rates wouldn't have as much knowledge to pass on their (presumably faulty) tactics wouldn't get passed on much. But successful groups would spread their knowledge to other members/groups.

  179. Real World by airos4 · · Score: 2, Informative

    Examples of real world use of attrition as a strategy. See Japanese kamikaze, WW2. See Russians at (I believe) Stalingrad, or virtually any other reasonably modern Russian conflict. See current Chinese military theories. If you have the ability to create the resources, you can usually spend them - ESPECIALLY in a dictatorship.

    --
    I wish there was a choice that said "Factually Wrong -1" when I mod.
  180. I guess you and your friends dont use strategy by HanzoSan · · Score: 1



    Theres plenty of strategy.

    The strategy of rushing rarely works against a good player such as myself.

    Thats why theres ways to defend against it.

    Build orders which are defensive and offensive,
    Quick expansion and high defensive strategy works against someone who rushes in with a ton of troops.

    Quick rushing works against someone who does not expand and has no defense.

    What good is having alot of troops if you dont know how ot properly use them? having good skills with your troops is even more important, in Starcraft attacing with battlecruisers alone is useless, but having scv repairing them, backed up with cloaked wraiths and some marines and scv building bunkers, is very difficult to stop, yet a newbie would not know how to launch such a complicated attack or defend against one.

    If you play starcraft on battlenet most people suck and thats why you think the game isnt deep, i have 50+ wins and under 10 losses, mainly because people i play against dont use strategy, they try to use brute force and it never works.

    brute force = make 100 marines and attack in large groups.

    Strategy = using 10 marines bunkered right behind their mineral line killing their economy thus their attack force.

    --
    If you use Linux, please help development of Autopac
  181. AHAHAHAHA!!! by Anonymous Coward · · Score: 0

    You FUCKING LUSER!!! When you post as an Anonymous Coward you automatically get a score of 0. Suck me, bitch.

  182. Rainbow 6 by panic911 · · Score: 1

    Rainbow 6 might not be a Strategy Game by genre, but it definitely requires real strategy. It's not the same thing as Command and Conquer or Star Craft, obviously, but it is a game that makes you really think. You lay out all of your strategies at the beginning of each level and work with them during the game. The game has a real slow gameplay, but it definitely is fun.

    1. Re:Rainbow 6 by OverDrive33 · · Score: 1

      By the same maker (and author ... see Tom Clancy) Ghost Recon is coming out in November... its gunna be real good.

  183. The Settlers by apidya · · Score: 1

    Blue Byte have been pushing a game called The Settlers, in various incarnations for years. it's _much_ more focused to supply lines as was stated. houses need to be supplied with builder people, and then wood and so on, and everything needs to come from the main base and carried out, or supplied from within your territory (from a woodcutter in a forest, for example). you couldn't believe how involved it is to do something simple like making bread for people to eat!

    i'm not sure how bloodthirsty it was, since its years since i played it, (i _must_ get the latest version, i recall MANY sleepless nights), and everyone here seems to be talking battle games, but i'm sure the key elements could be incorporated or something?

    everyone should check it out anyway, it was/is a wonderful game!

    1. Re:The Settlers by Rog7 · · Score: 1

      I'm still waiting for the perfect version of the Settlers, because it's such a promising line of games.

      The first had a great emphasis on supply lines and distribution, but was severly limited for combat. Settlers II, III, & IV all seem to try to improve combat, but they've simplified the distribution management to please the spoon-fed RTS crowd. It just gets more and more like the Blizzard products. =(

  184. Strategy by Anonymous Coward · · Score: 0

    To really enforce strategy on a game, you have to have vastly different units with no single unit being able to dominate the battlefield.
    2nd, movement tactics have to have a noticeable effect
    3rd, to emphasise logistic, the reproduction must not be made easy, and the ways to the front longer or units moving slower - or using special means of transport.

    Just check Battle Isle 4 for a modern aproach of a Strategy-Game.

  185. I played the demo for IV by Anonymous Coward · · Score: 0

    And what disturbed me about it was that when the builders didn't have anything to do they all lumped together and moved around each other in a most gay manner.

  186. I'm too late to get modded... by GoofyBoy · · Score: 2


    ... and I will get lost in the bottom but you should really look at Civ3.

    Its coming out soon and it seems really complicated. Its allows you to have the amount of control that you want (control each city or let the "govnerer" do it) and it has multiple paths to winning (diplomacy to crushing your enemies).

    --
    The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
    1. Re:I'm too late to get modded... by amadeusb4 · · Score: 1
      the problem with civ since civ2 is that they decided, as is the fad nowadays, to go with a 3d interface. this has caused problems for tactics within the game because unit movement potential is harder to grasp (at least for me anyways).

      this has created such a problem that i have hardly touched civ except of course for the original. unfortunately civ3 propagates this problem. to make the game playable again, a 2d interface should be optional for those with short attention spans for fluff.

    2. Re:I'm too late to get modded... by GoofyBoy · · Score: 1

      Play with grid on.

      --
      The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
  187. Make it programable! by Minstrel78 · · Score: 1

    Make it programable!

    I'd really like to see an RTS that was programmable and customizable. You can build your own units out of generic parts and then program them to behave however you like. They could even communicate with each other in order to make them work together. The programed behavior would work together with a customizable UI so that a player could interact with the RTS in the same way that he or she does now, by simply telling the units where to go (a simple pathfinding behavior) or to attack, or if they preferred they could customize their units to run the battle entirely autonomously, with little or no human interaction. The replayability and variety of such a game would be great.

  188. Xbattle, only has supply lines.. by Anonymous Coward · · Score: 0
    Xbattle is a great game, abit to over simplified but your really can have some great fights but only in multiplayergames there exists a AI version now XBattleAI which is goood to get you skill up. Wont help you against most experienced players.

    This game really is intresting when players are equally good at it its not real world simulation.

  189. Three Kingdoms : Fate of the dragon by Anonymous Coward · · Score: 0

    Has supply lines, hunger, troop morale, sieges troop skills, diplomacy, Named leaders with different skills and characteristics.

    You can also choose between turn base or RTS (i think)

    Probably the most advanced strategy game i have played in a long time.

  190. Delayed Commands in strategy by Amon+CMB · · Score: 2

    I would like to see a strategy game where you are not some omnipotent overmind who controls everything at will instantly. Before battle you would form a general strategy for everyone. You'd be a general in a tent behind the lines during battle. Groups of units would be controlled by AI commanders. You could send orders via couriers, but it would take a while for them to reach the units. I'm not sure if it would work, but it sounds interesting.

    --


    Men believe what they want. - Caesar
    1. Re:Delayed Commands in strategy by amadeusb4 · · Score: 1

      My take on this topic is that the best games have already been done and,sadly, forgotten. What you have nowadays is fluffy take-offs of past games. The game described has actually appeared in many versions of early SSI games (C64 era), my favorite of which was Overrun. Units were given orders and things like chain of command, fog of war, aging information, units outside of command, etc. had a big impact. Sometimes, you knew that your opponent lost a leader because his units would get stupid although not necessarily enough to lose a fight (depending on situation). The other point i would like to make is that i thought this discussion was about RTS as in Real Time (ie. games like AoE, C&C, Dune, etc) as opposed to turn based (Civ, A&A, chess, etc), because there is a big difference. RTS tends to be a better format for tactical scenarios whereas turn-based is better suited for strategic ones. Yes, i am aware that some games blend the two (AoE immediately comes to mind), but this requires a weird treatment of time. It is my opinion that turn-based games make for the best thinking games and that is why RTS games are relegated to this supposedly mindless role of "get there firstest with the mostest".

  191. for fps games... by Anonymous Coward · · Score: 0

    Quake2, 1v1

    Most people who come back to play Quake2 for the 1v1's (i mean like gxmod) have to become very good over many months to actually start beating people. For instance, the most popular map for 1v1's is still q2dm1.
    The trouble with this map is that one central point has several things that will keep you alive during the match, and in this case, megahealth and armor. The trick to winning is overtaking that area, but the problem is, the experienced opponent is constantly looking over this area, and people have developed several ways of luring their opponents to areas that they think they'll go, to trick them, and take over megahealth/armor. For instance, most people recognize certain sounds of a level, like when the the opponent is picking up a rocket launcher/rockets. I've seen people purposely drop rocket launchers and rockets in bizarre areas to make the opponent think he's in some other place, and BOOM, opponent moves out of the central area, and you race down there to take over, that is until..the opponent comes back. One of the things I like to do is go straight for it at the beginning, if I don't get the chance, or I need to run away like hell.. I walk instead of run to get things I need sometimes. And so the other guy has no clue where I am, or where I'm going, because he can't hear me, so he starts wandering around, and he eventually slips up, and I gain the advantage. No, this isn't camping or some form of camping. Now that (in my opinion) takes skill...unlike some other FPS games *wink* , where it's just shoot 'em up. The other interesting thing is that strafe jumping still exists in Quake2. Nobody knew about it in 1998 when lots of people played it, and people really abuse it to gain advantage now, which makes it even more difficult. You can pretty much go up to 4x faster than you normally run with strafe jumping.

    *Note*: it is not like Half-Life's ill-minded bunny hopping

    So in conclusion, I think any type of game that involves taking over bases/areas by using bizarre techniques to lure people into traps would be another great strategy game :)

  192. the Myth series by Anonymous Coward · · Score: 0

    It may not require much strategy, but it sure does require tons of tactics: The Myth series, which will see the latest endeavour come Oct 30th. Tactically, the best game series ever.

  193. Romance Of The Three Kingdoms 2/3 by Anonymous Coward · · Score: 0

    Does anyone remember that game, or "Bandit King of Ancient China," since the NES and Genesis/SNES days? Versions 2 and 3 of ROTTK were excellent strategy games for its time, although they're turn based. ROTTK3 supports more options in each politics, economics, psychology, and military forces.

    For politics, you have diplomacy through alliances and launch joint attacks or reinforcing defenses, or you can exchange resourses or weapons, or ask for help, etc.... Also, don't forget to keep the people content because that determines how much taxes you will collect.

    In economics, you have to build your economy for military expenditures, and develop the land to grow (or buy) food for your troops.

    Psychology includes spying, plotting against another ruler to recruit their good generals, or incite war among 2 rulers to fight it out, then pick them off at your leisure. Key strategy is to recruiting the best generals to command the army or to do civil services, like build the land/economy, more effectively.

    The military campaigns were decent. The terrain, the weather, the morale, the training, and the mobility play an important role into deciding your tactics in battle. There were shortages of different troop units, which were limited to 4. It's rock, paper, and scissors to the simplest term. One neat feature is that you can take your general and duke it out 1 on 1 with another general to decide that troop's outcome.

    These games weren't about building massives troops and take them on raiding parties. You can be outnumbered 10 to 1 and still win, but you need good preparations.

    Then came this PC game, "Shogun: Total War." This game focused more on the military aspect, rather than the balance, such as ROTTK3. This is fine for anyone who just wants to get it on in real-time war. However, in single player offline mode, there is a balance between politics, economics, and psychology, but not as much as ROTTK3. The non-war section is turn based. One complaint from many players is that the multiplayer didn't support that.

    Shogun is the military hybrid of ROTTK3 because each soldier has honor, fatigue, limited ammo, morale, etc..., and there are tons of troop types. The terrain is 3D and the weather has everything, including blizzards. Unit type, terrain, and weather will affect the outcome. One cannot mass-produce 1 or 2 "best" units because there aren't any "best." Best is how well you use it against the enemy. For example, if you make all your troops heavy cavalry, your enemy only need pike men to stop you cold, just like in the movie, "Brave Heart."

    If you want players to use strategies, then implement the strategies into the game. Do so by putting in politic, economic, and psychology as well. There are no strategies in picking resources from mines/nature and wait for it to turn into troops, and then deploy your outnumbering tactics. Current RTS needs a new face-lift, and I don't know if Civ3 is it, but Battle Realms should be a good challenger. Battle Realms' is going to be a "living" world, which means once you produce a peasant, the peasant can get training into a samurai, and the same samurai can get archery training, and so forth. Moreover, if you have buildings too close to each other, and if one burns, the adjacent one will catch on fire, so you have to put it out fast, or don't build so close.... These are just cool things I've read about it. Battle Realms should be out on 06/11.

  194. MOO III by Danse · · Score: 2

    From what I understand of the game so far, it sounds like Master of Orion III will use some of your suggestions. Instead of building up enormous fleets and hurling them at your enemy, you'll build much smaller fleets and they'll only be indirectly controllable. Each fleet will have an admiral in charge of it. You give the orders and the admirals carry them out as they see fit. It certainly sounds interesting.

    --
    It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    1. Re:MOO III by SectoidRandom · · Score: 1

      I hope so, MOO (1 & 2) were and probably still are my favourite all time games (up there with civ), but one thing i hate is extactly what this topic is about, the whole space opera of 4X's (eXplore, eXpand, eXploit, and eXterminate), to me is wrong! I dont want to play by brute force alone, I want good diplomacy, real trading, etc. Not just the usual random AI saying: "We have decided to squash you now.." Me: "Again? sheash.."

      I dont think this "War, war, war" mentality is necessarily just aimed at making a more instantly appealing game, but that it is very difficult to make a good computer AI for anything other than fighting! (Even there, well..)

      Hopefully with releases like MOO3 this should set a new standard. But thats what i hoped from Civ2 even.. :( I'll have to see how far Civ3 has taken this actually...

    2. Re:MOO III by TheRevenant · · Score: 1

      Reminds me of Ascendancy. Exceptionally and inexplicably addictive game, but very limited to the four X's. One game I had a race declare war on me that I had met _once_ some years ago and was located on the opposite side of the galaxy. Some 18 years later it approached me for peace talks, even though there had been absolutely no contact between our empires in the interim.

      Truly weird...

  195. A game idea I had some time ago by Skim123 · · Score: 2

    would allow the player to choose what level they wanted to play. That is, if it were a war-type game, you could choose either to be a general, where you do nothing but order commands and see what the results are, and then order counter plans, etc. Or you could be a division leader, where you control a small group, and are given orders you need to follow... or you are an individual soldier in a 3d style game, where you have specific orders, like, "Don't let the enemy get past these defenses," as you sit there in a foxhole with a rifle.

    Of course, to make it popular, you'd likely need to let the user switch between the modes as the game progressed.

    --

    I could not justify my existence if I were a turkey farmer. Would I terminate myself? Undoubtably, yes.

  196. Re:You underestimate the amount of strategy involv by Anonymous Coward · · Score: 0

    This reminds me of my fondest WarCraft memory (so long ago I don't remember if it was I or II). I built a wall around my oponent's mine while he was otherwise occupied. That, and a nice big tower next to it. He was really pissed once he finally figured out why all his peasants were MIA all the time.

    All your mines are belong to us, heh heh.

  197. GOOD OLD SNES by EEgopher · · Score: 1

    For years Koei has been a leader in deep and involved strategy, with lackluster graphics, which turns off most idiot gamers.
    Pacific Theatre of Operations (P.T.O.) is a wonderfully complex game. A campaign on one of the easier modes can take 3 months to finish, playing for hours every day. This is because the game covers 1938 to 1945 in 4-HOUR INCREMENTS! Battleships take years to build, months to repair -- and believe me you WAIT for them. Your budget is stiff, and troops must be fed, supplied and given shore leave. Morale is very important. And a voyage from Hawaii to the nearest island (Midway or Marshall islands) takes weeks in game-time. On any mode above the easiest, it is impossible to win swiftly. You are constantly faced with strategic choices that will make you pause the game and bite your nails for an hour before deciding. I am not exaggerating. All other games created suck.
    bye

    --
    hi, I like pancakes -.-- -.-- --..
  198. Re:probably "Operational Art of War" or Road 2 Mos by roju · · Score: 1

    This kind of reminds me about old BBS games. Can't recall the name off hand, but if you were attacking players on the local board, things were pretty much instantaneous, except that things took place over days instead of minutes, so that you had more time to think and plan.

    Attacks against other BBSes involved waiting a long time.. you'd all spend days pooling proper armies (ie. tanks are stronger against X, etc) and then send the attack.. and it would take days before you'd even hear word of how it went.

    It was lots of fun.

  199. What we need are tweaks by AbandonAllHope · · Score: 1

    A lot of people seem to be mentioning, and rightly so, that a real hard core in depth strategy game wouldn't sell very well because most people don't want to have to deal with wether or not this battalion has an adaquate supply line to take this city. Then again, as is evidenced by this question, there are a number of people out there who are looking for something more. I'd say game developers might consider making a game that can be set to a brutally simple shoot-em up level of depth, or all the way up to a seriously complex one. Make options like "Supply lines on/off" to dictate wether or not you have to secure supply lines and something like "Command AI on/off" to dictate wether or not your unit commanders will do it their own way, or get specific directions from you. In that respect, people could learn to play the game like most people really learn to fight wars. Start as a grunt, get the hang of shooting at other people and work your way up. No one just magically becomes a general. The potential addition to replay value would be titanic. So you beat the game controlling 50% of the variables, try beating it while managing 70%. It probably won't happen though.

    --
    Abandon All Hope, Ye Who Enter Here
  200. MOO3 by Big+Toe · · Score: 1

    If you want a real strategy with every little detail the you can think of in the real world then Master of Orion 3 will be your game. It's going to put the entire Civilization series to shame! www.moo3.com

  201. They've already built it by HBergeron · · Score: 1

    It was called Close Combat (1-5) and it died for lack of interest. Troop morale, weapon effects on the battle environment, terrain and cover, and tactical objectives were all modeled.

    --
    THE YEAR WAS 2081, and everybody was finally equal...
  202. The best strategy game ever: by Mahonrimoriancumer · · Score: 1

    Chess! How many people here have a chess rating over 2000? (or even know what a chess rating is?) The ultimate strategy game will always be chess, hands down.

    --
    So climate's changing. So what? It has always changed. The big news would be if it wasn't changing. - Dr. Philip Stone
  203. Try WAW, an excellant game! by Anonymous Coward · · Score: 0

    www.prowler-pro.com/war

    Its similar to Global Wars, only many cool maps and lots of talking (the real strategy is diplomacy according to many)! Plus the owner changes things based on what players say... It's turn based and fun!

  204. Combat Mission is a good one by Anonymous Coward · · Score: 0

    I'm suprised no one has mentioned Combat Mission, this game generated a lot of buzz with wargame sim buffs.

    It's a turn-based world war II simulation in which you give orders to your troops/tanks/artillery/etc. then watch your orders for that 60 seconds get played out in movie format.

    Units have morale, which can be improved upon by being situated next to an officer. Virtually every vehicle and weapon that was used in World war II has been included, the realism even goes down to calculating the chance of a projectile penetrating tank armor depending on the angle it comes in at.

  205. Re: Command & Conquer by epsconduit · · Score: 1
    We developed a set of rules. Some of them where obvious like "don't shoot harvesters" etc. But other ones: max harvesters = 2, can't move harvesters into enemy base defences, don't attack before time x, don't nuke any tyberium fields... It was possible to play a strategic game as soon as both players agreed not to tank-rush. We had games that lasted 5 hours with the balance of power swinging multiple times. What made the game so fun was instances like this:

    Six NOD stealth tanks approached the mammoth tank, guarding a river crossing point. My team on the East side of the river, Travis' on the West. The mammoth tank's turret was facing West. My stealth tanks de-clocked and let off a volley of six missiles. Immediately the turret spun to line up with my units. Travis attacked. My tanks cloaked before the turret lined up, and by the time the twelfth missile hit the mammoth was no more. Six stealth tanks dispersed...

    One of my most useful tactics was cording of my base before the enemy explored it. Very useful, but difficult. Frequently the use of diversions was imperative, especially when a chinook was trying to land an engineer beside the enemy construction yard. SAM sites letting fly at the attack choppers, soaking up the damage.

    Of course, an unstoppable 'tactic' was to build NOD bikes straight away and kill the enemy construction yard before they could replace it. But we all knew it was unstoppable, so playing out that scenario wasn't proving anything and it certainly wasn't fun.

  206. Settlers by Tachys · · Score: 2

    One thingmany of you might want to look at is The Settlers Series. It is a RTS game. One really interesting thing about those games is that it is impossible to control individual units. If you want a building you say build it here. Then you watch as your guys take all the supplies needed to build to the site and then build it. This is automatic. But were you position buildings and how you lay out roads can have a huge impact on how well Your resources are managed.

  207. Myth series provided great "Tactical" gameplay by zer0tude · · Score: 1

    The Myth series offered a very different style of gameplay. Keeping track of resources often detracted from what I was really interested in...the tactical planning and execution of the battles. Myth incorporated several elements that awarded tactical planning, such as:

    Troop formations: Getting your troops arrayed on the battlefield was a huge deal in Myth. A well placed dwarf often reduced grown men to tears.

    Terrain effects: Getting your archers to occupy a tall hill actually made a difference. Also, water affected movement and sometimes line of sight. I just hated it when I crossed a bridge only to find a bunch of undead troops springing up on either side of me.

    Does Myth really belong in the RTS category? I believe the answer is yes. I enjoyed the fact that I had a limited number of troops. I enjoyed the fact that I didn't need to herd my peons in to the woods and the gold mines (think of their health!). Some people may have missed the resource gathering/development, but IMO Myth's style humbled them all.

  208. Real Strategy Games by Anonymous Coward · · Score: 0

    Let's face it, in human history, there are only two strategy games which have any real relevance; these are Chess, Civilization. Every other game is a mere footnote.

  209. axis and allies by epine · · Score: 1


    Axis and Allies, a military board game, is the best study of balance and strategy I've ever encountered.

    The game begins in a precarious state. It's not possible given the rules of engagement for both Britian and Germany to sustain their naval power. Germany gets the first kick at the can. Germany has enough air power to knock out the British navy and take control of the shipping lanes between Europe and Africa.

    Unfortunately, Germany is caught between a rock and a hard place. Moscow is also teetering on the brink of collapse. Germany's best hope of gaining Moscow is to throw everything they have at the eastern front. This doesn't leave enough resources to knock out the British navy. If they don't knock out the British navy, Britian will probably knock out the German navy.

    Germany has several major lines of play, and within that many minor lines of play.

    Germany will undertake about four skirmishes in the first turn. There will be tank battles in western Europe, infantry pressure into Eastern Europe, aircraft engagements in the North Atlantic, submarine engagements along the coast of North Africa.

    Germany has enough power, depending on the exact balance of the attacks chosen, to have the advantage in all four skirmishes. Usually three battles go with the odds, one battle goes against the odds. The battle which goes sour determines which type of unit the Germans will lose.

    Will it be aircraft, tanks, infantry, or submarines? Depending on which of these the Germans find themselves deprived of, they will have to make different choices as the game develops. They might do exceptionally well in the naval engagements gaining complete control over North Africa in the process, as well as preventing Britian from re-establishing their navy for many years to come. But if their infantry on the eastern front collapsed, their rush into Moscow is ruined. Or it could work out the other way around. The Germans might find themselves capable of applying relentless pressure on the eastern front while the British and Americans struggle from afar to divert the German jaugernaut.

    Most of the reason this game works is the nature of the conflict resolution. From a military point of view it makes very little sense. The attacking and defending sides take turn rolling dice. You role one dice for each participating unit, and the value you need to role to inflict a kill depends upon the attack strength (or counter-attack strength) of the unit in question.

    The weird part is that once you determine how many units are killed, the side ***who suffered the fatalities*** choses which units to sacrifice. So if you have a stack of infantry, tanks and aircraft, in the first phases of the battle only you infantry will die (because you will always choose to sacrifice these first).

    It turns out that battles with large numbers of infantry on both sides are fairly easy to predict. The randomness of the dice has little impact at first, because the infantry removed have very little impact on the rate at which fatalities are inflicted.

    Battles with consist entirely of precious units and few infantry are nerve wracking. One lucky role at the outset and either party can achieve a decisive crushing costly victory.

    If you feel you have the upper hand, you tend to engage fewer battles and ensure that every battle has a few extra infantry to offset the risk of a decisive reversal.

    If you feel your grip on power slipping, you tend to risk more finely balanced engagements. If you try to engage four battles holding a small advantage in each, you just might prevail in all four. But if one goes sour, your ability to project power in that part of the world will be compromised for years to come.

    Playing the low variance strategy, you can count on maintaining your ability to project power in all spheres of the map. But your material advantage will dissipate as your adversary counter attacks with a high variance strategy (which by the rules of combat inflicts more damage on average).

    Often the weaker player discovers he controls superior forces on the parts of the map where there is little he can accomplish with those forces. The stronger player finds that he controls weaker forces, but arranged such that they can be coordinated effectively.

    Neither player gets to choose where they prevail. Japan might find itself holding a massive navy and complete control of the Malaysian coast, with not much choice but to turn toward America (risking a dangerous depletion against superior American production). Meanwhile, if the Russians have put down the Germans on the eastern front, they'll be massing to press Japan back on their own eastern front. Japan doesn't have the mobility to press into Russian from the east, and they can't afford to let their massive navy sit idle on the coast while Russia mounts the counter offensive. Japan must plan to prevail against America in time to bring their fleet back to the defensive.

    This is another situation which forces a player to choose a different balance between high risk and low risk strategies.

    If the Japanese suffer losses mostly in their fighter aircraft, they will be sitting beside America with naked aircraft carriers ripe for the plucking. Japan desperately needs to reinforce the aircraft carriers, and only fighter aircraft will do. Meanwhile, the Russians (who are Allied forces) can make it very difficult for Japan to deploy their fighter aircraft toward America by picking battles where the Japanese most need their fighter aircraft present.

    The net effect as a player is that you can there suffering waves of gut wrenching panic over the placement of one aircraft or one infantry. There are always multiple small fronts teetering on a knife edge.

    Partly this is achieved by a game structure where the global variance is quite low (you can predict fairly confidently how many of your battles you are likely to win), but the local variance is generally quite high (you don't know which of your battles will be the one you lose).

    The secondary factor is that both players are actively contesting the variance in every theatre of engagement.

    You might have enough power to take the safe (low variance) position in three of the four major battles you need to engage. Which of those three battles, exactly what balance of variance?

    The way the game is set up, it could take forever for the game to achieve resolution. The driving factor that achieves game resolution is the massive American manufacturing capability. Unless the Axis powers gain the balance of industrial power in the rest of the world, eventually the Americans become unstoppable.

    Defense can be coordinated, attacks can not. If the attack Britian, American planes stationed in Britian participate in the defense. But when Britian counter attacks the Germans, the American planes to not participate. For this reason, the Allies often sacrifice valuable American units for the sake of preserving less valuable British or Russian units. Because the Americans simply can't get enough forces into Europe for the Americans to mount a valid counter attack of their own.

    If America is played well, it will usually allow itself to suffer massive material losses in Europe in order to blunt the Axis momentum in gaining control over European industrial capacity. This leaves America somewhat exposed in the Pacific and pretty much naked in their homeland. The American material sacrifices in Europe do much to blunt the Germans, but leave the Japanese free to accumulate as much naval power as they desire.

    Hardly a game resolves without a harrowing attack from a powerful Japanese navy toward the naked American homeland, with only a few American airbases on the Pacific islands between them.

    Often the player controlling America will instead approach the game with an American mindset. This player will fiddle around with his massive airforce gaining control of one Pacific island after another in the slow crawl toward the Japanese homeland while the Germans punish Britian mercilessly.

    This kind of game will usually swing on the control of the production capacity of small outlying territories. Did you have that one last tank to crush the Indonesian capitol, or was it lost knocking at the gates? If you had only equiped that invasion force with one extra infantry three moves ago!

    Imagine a game of Go where the chips have two numerical values: 1 or 2. On your turn you choose whether to place chip of value 2, or two chips of value 1. When you capture, the capture is not automatic. A roll of the dice determines whether the entire capture succeeds (and all the captured stones are removed), or the capture fails and the placed stone is lost. The probability of the capture succeeding would be some function of the weight of the capturing stones versus the weights of the stones risking capture.

    Do you put down one stone of weight two and go for the sure thing? Or do you try to regain lost ground by placing two stones of weight one, having only a marginal advantage in each capture, and a large risk that one or the other (or even both) will fail?

    The best strategy games are those where the nuances of play primarily impact variance. These kinds of games force players to react to the unexpected, take what is given, and make fine determinations of risk, balance, and timing.

    You need a fairly high level of play to experience the extremes of inner torment which A&A is capable of creating. I imagine that if you overplayed the game certain dominant themes would emerge and the fine lines of balance would degenerate.

    Some people play A&A with a joker in the deck. These are high risk technologies you can research which make your units more potent (should you be so lucky). This is the gambit of people with short attention spans and an inability to endure anguish or nurture a losing position against the odds.

    The reason most games lack true strategy is because it's way too hard on the digestion to really play a game that works.

    1. Re:axis and allies by Anonymous Coward · · Score: 0

      Axis and Allies, a military board game, is the best study of balance and strategy I've ever encountered.

      You are obviously a complete num-nuts if you think Axis and Allies is the high point of strategy. You've clearly never played a real wargame, such as World In Flames, or you would realized that A&A is nothing but Advanced Risk. At the end of the day, all things being equal, the guy with the better dice will win.

      Yeah, there's a little strategy, but after playing 20-30 games online against the so-called A&A "aces", I realized that there is really very little variation between games. Only the US offers any real hard choices. Everyone else has either 1 or 2 core strategies. Since everyone whose played a bit knows those core strategies, it ultimately comes down to dice. That's why I quit - it just wasn't fun seeing the same thing over and over.

      That being said, I can sum up almost every Axis and Allies game in one sentence - "Will Japan blast Russia quick enough to save Germany?".

      Also note that, unless you play with the Russia Restricted option, Germany is utterly doomed (short of the aformentioned luck factor intervening).

      Don't even get me started on the clowns who claim that Axis and Allies is "realistic".

  210. Strategy by Tim12s · · Score: 1

    The "Strategy" in strategy games.

    Some people can be dimwits. By claiming that there is no strategy in Starcraft is the same as claiming that there is no strategy in Chess. Sure, i would agree that on a theater level, chess has more strategies than an RTS, but thats due to the battle nature of current RTS games. In the real world, there are not too many strategies.

    You have your frontline, you have guerilla forces, you have tactical missiles, you have strategic missiles, you have the option to push your frontier, or diminish their defense; and total anniahlation. A bit more to it than that, but there arnt too many options. You need to defend against the initial assault (blitz) and then manage the RTS to a point in which you're invasionary force may win.

    Strategy is not the same as tactics. Likewise, an RTS is not the same as a real total-war (world-war 2).

    Strategy games each have their own strategies associated with them. The best players identify these, identify what their opponent is using, and counteract with appropriate defenses.

    I'm not refering to tactical logistics (if player X brings unit A, then I bring unit B to counter unit A; and the execution of the statement).

    > Then came warcraft 2.. A good logical
    > extension.. SLightly simpler game dynamic, but
    > similiar concept.. Some slight skirmishes, some
    > resource allocation and research, but still
    > based around the idealogy of overwhelming
    > force.. You either crush someone, or you lose..
    > No battle lines..

    I dont believe this player has ever played War2 in a top 100 setting. War 2 has battle lines, also known as your frontier; An insane amount of conflict is required to keep the status-quo. Your battle line is effectively the line where you'll send units to meet his; units are not necessarily waiting on that line for musketteers to pop along and blow them away.

    Consider every point on a map in which you feel it safe to build a building. That area is known as 'behind your frontier', so clearly, the line at which your decision changes to 'no, i wont build there' is your frontier, your battle line. The territory you'll fight to defend (preserve expansion).

    -Tim

  211. close combat series by scrytch · · Score: 2

    This has to have some of the most realistic combat I've seen. There's no resource production or building, which are toys and gimmicks ... resources matter, but not in the small scale like every single RTS with resources has made it. It's just squad-level combat, with morale effects (units won't run through fire), lots of suppressing fire (you expend most of your ammo just trying to pin down the enemy while another squad closes), and the feel of it is more drawn-out tension than twitch. You get real satisfaction from small goals, e.g. I remember one where a german tank was shelling my LMG squad in a building. These guys were just totally pinned down, they'd get cut to pieces if they ran outside, because of the troops waiting for 'em. My bazooka squad's firer was dead, the loader was wounded, yet he managed to lay down some smoke, run through enemy fire, lined up a shot, missed the first shot, loaded, ,lined up another shot while the tank turret is now turning his way, fires, and blows the enemy tank to smithereens. I literally jumped up and cheered at that point (and the guy got a bronze star afterward). Now that's an RTS with some personality, none of the current crop of RTS games builds that kind of tension except perhaps for some levels of the Myth series.

    --
    I've finally had it: until slashdot gets article moderation, I am not coming back.
  212. Re:probably "Operational Art of War" or Road 2 Mos by Anonymous Coward · · Score: 0

    > BBS Games

    Maybe you're thinking of Barren Realms (Elite || Delight || Etc)?

    I recall those games, Attacks between groups of BBSs on a network such as FIDOnet/WWIVnet, etc. could take weeks to finish.

  213. One word baby.. PSYCH! by Anonymous Coward · · Score: 0

    MUD is an acronym for three words.

    IN YER FACE, HIPPY!

  214. cossacks by Anonymous Coward · · Score: 0

    cossacks is great. it does include morale and it does encourage one to think what you you're doing. for example, a game I played a while ago, I was attacking a friends encampment. I was having my troops dwindling because of a third player attacking me from the sea and destroying my troops with little I could do about it. so in a desperate attack, I charged a couple of unit into combat. one of them got attacked and destroyed by sea again, and the remaining group stopped attacking! they started running the other way!

    now you can't tell me a game doesn't require strategy that demands you make sure your units are strong and backed up by others. if others start falling around you, whoever is left fills their pants and heads for the hills...

    before cossacks, TA was the be all and end all of RTS games.

    I'm waiting for another because I don't like the period that cossacks is set it. it's european wars and if there was a game built using that engine in a more sci-fi setting or even a medieval setting, I'd go for it.

  215. Re:You underestimate the amount of strategy involv by Jimmy_B · · Score: 2

    You must be joking...this is one of the worst strategies I've heard in awhile. It's not even clever or funny, like the science vessel rush. Do you realize how expensive archons are, in vespene? And that they have no range? That they get taken down in one shot by an EMP pulse, are outranged by almost everything (tanks, carriers, hydralisks, guardians), cost a fortune, and don't arrive until the end of the tech tree? Or, were you talking about the joke of a campaign AI? Don't tell me that Chess has no strategy because you found a trick which some silly AI from 1990 will consistently fall for. Go and play some skilled people, and be taught a painful lesson. My hydralisks are looking forward to it.

  216. Factor in Murphys Law ........ by mattdrat · · Score: 1

    Also one should include wieghted advantage to smaller strategy focused players. Of course it would only need to be implemented to the approximate percentage that the player applied a valid percentage match to a known or heuristics determined strategy in the matching to allow for unknown but valid strategies. If you want to really get unvirtual maybe neural feedback like shock collars would be interesting :)

  217. Truly Strategic Strategy Game For Win and Lin by carbon1 · · Score: 1

    Take a look at MindRover, it's the niftiest strategy game ever.

    In the game, you design these little (computerized)1-foot-long robots called rovers. BTW, these aren't pansy glorified RCs, like in *cough*Comedy*Central*BattleBots*cough*, but rather, actual fully programmable robots. You cannot control your rover directly once the battle has started, but must rely on your programming to guide it.

    Not only can you use MindRover's UI to generate code for the rovers' AIs, but you can also directly program them in an actual cross-platform (though rover-specific) signal/slot programming language called ICE. As opposed to a special multiplayer mode, all you need in order to battle any two or more rovers is a regular method (such as email, IRC, any P2P chat system, web, ftp, etc) of sending a couple files per bot to the person running the simulation. There are quite a few MR tourney sites, running and re-running battles as new bots come in. This means, it's unlike many other real time games in that you don't have to have a minimum amount of bandwidth in order to play. This is just heaven over my slow suburban 33.6 modem conn.

    IMHO, it's a lot more like a real battle then RTS games or TBS games, in that you must prepare your strategy for hours or possibly weeks in advance, even if the battles only last a few minutes. Also, you aren't limited to the specific capabilites that the game gives you, as in just about every TBS and RTS ever made : instead, you are only limited by the physics of the universe that the Rovers exist in. Within that system, you can have bots radio messages to each other, turn and follow arbitrary paths and formations, and even do things normally reserved for real battles, like attempting to calculate projectile vectors.

    What all this means is, MindRover is _very_ strategic in that there are tons and tons of different situations your rover could get involved in, and many possible and responses to any situation. MindRover is also quite tactical in that there are any number of different ways to accomplish a given individual task, each with specific advantages and disadvantages.

    As an example of one strategy, my personal favorite rover design involes a treaded chassis that rotates at a slight offset (i.e., it moves in a circle and changes it's orientation at the same time). It contains four 10-meter lasers pointed in four different directions, each one connected to a sonar that fires a blip every 0.1 second. If a blip connects to an enemy or a projectile, and said enemy or projetile is estimated to be within the laser's range, the laser fires off. The bot is fine tuned so that by the time a given laser rotates all the way around the bot, it's just finished being recharged. If an enemy or projectile gets too close, it backs away, and attempts to get far enough away to attack it without getting damaged by the blast radius if it explodes. After all this, it still has enough room for one health-kit, and a detector set to use it if the health goes below 30%. All this is done with the largest treaded (as opposed to wheeled or hovering) chassis, 4 lasers, 4 sonar emitters, a medium-power engine and a tread splitter, a health-pack and dectector, 6 or 7 friend-foe-projectile-or-wall filters, a few settable and continual timers, some number comparison functions, 3 close-proximitiy 360 degree radars, and a heck of a lot of virtual wiring to string it all together properly.

    You could build this rover yourself, alter a few constants and minor design specifics, and possibly make it much more effective. Or, your design could be completely different. I have actually never seen another rover that involved this very same method, though bits and pieces often co-incide between designs.

    Just to give you an idea of all the possible designs, I've seen other rovers designs that follow predesignated paths by navigating between locations, rovers that use rocket launchers on either side and attempt to sweep by the enemy without slowing down enough for them to get a bead, and rovers that move slowly, periodaclly pausing to check for enemies with distance-inspecifc medium-range radars, and in the event of detection, blow the target open with all available lasers simeltaneously while slowly weaving back and forth. And that's just for the open-room battle scearios, which have nothing to do with Capture the Flag, hallway battles, various styles of races and race/battle hybrids, randomly generated maze navigation, team hockey, cops n' robbers, and several other scenarios.

    The Windows game is made by CogniToy, and the Linux port (which is compatible with the Windows version, and vice versa) is by our friends at Loki. CogniToy also makes a kit to allow you to export most rover programs onto Lego MindStorms bots, so you can program and fight with actual robots if you can afford the equipment. Only thing this game is missing is an Open Source license, but there are several open games like MindRover that are in development, including one for KDE called BattleBots (no relation to the show) where you actually program your robots in assembly.

  218. Games and the Theory of War by Marcus+Maximus · · Score: 1

    "The conduct of War is, therefore, the formation and conduct of the fighting. If this fighting was a single act, there would be no necessity for any further subdivision, but the fight is composed of a greater or less number of single acts, complete in themselves, which we call combats, as we have shown in the first chapter of the first book, and which form new units. From this arises the totally different activities, that of the FORMATION and CONDUCT of these single combats in themselves, and the COMBINATION of them with one another, with a view to the ultimate object of the War. The first is called TACTICS, the other STRATEGY ... therefore, tactics is the theory of the use of military forces in combat. Strategy is the thoery of the use of combats for the object of the war."

    - Karl Von Clausewitz "On War"
    Book II. On the Theory of War

    I speculate that the real argument is one every gamer has at heart... the balance of complexity versus the "fun" factor. As it has been said before, there are certain types of games that appeal to a wider degree of people. This idea pervades even the cerebrum candy, "RTS" games present in the current day. It can be seen by the obvious schism between turn-based historical "strategy" games and the "tactical" real-time or "RTS" style games. Naturally both style of gameplay involve varying levels of complexity, but it could be argued that based on the definition proposed by Karl Von Clausewitz that what we really have here is the misnomer of "RTS" upon the "tactical" real-time game. I will venture further by saying that turn-based games can best fit the analogy of "strategic" war games. They can incorporate all of the components classically thought of in the planning and directing of a military campaign including logistics, intelligence, and strategy.

  219. what about warzone2100 by Anonymous Coward · · Score: 0

    doesn't anybody play warzone2100? You actually have to design units, and games can get complicated with it.

  220. Risk by Scrameustache · · Score: 1

    The thing is that most (if not all) "strategy" games are rip-offs of the old Risk board game, with pretty GUIs.

    But I've once used Strategy while playing a demo version of Conquest Frontier Wars (a rip-off of StarCraft), in it they have nebulae wich affect ships speeds. It was fun to position units according to these.
    I also use harvesters to draw enemy units into traps.

    --

    You can't take the sky from me...

  221. look beyond the box by Swipht · · Score: 1

    I read this article on the current state of RTS's and I have to agree that alot of games have a major fallacy with there game design and unit play. Even great games like Star Craft have very few innovations to offer to the RTS genre. Witht hat in mind I would like to point out that although alot of game companies are hindered by tradition (tradition in the sense of, they are afraid to change the interface or unit interaction in fear of alienating there core user base)there are a few games that do break the mold in at least some aspects. For example Shogun Total War, and 2150 Moon Project (both games I would suggest to anyone interesting in RTS gaming). Both of these games offer interesting twists on the current RTS formula, and offer interesting innovations on prior concepts.

  222. The Best Strategy Game ever by Anonymous Coward · · Score: 0

    Someone already did ...it's calles Chess . No I'm not a fanatic about it , but in reality this is one of the best games ever. Remember it may be THE First game ever. (another strong contender is backgammon) Why do you think it is so easy to write an AI for Starcraft or Dune, but not Chess ? Hmmm ?
    If you wanted something like this for computers , then try looking into Fairy chess , with wagon boards and extra pieces.

  223. Re:People lay dying in the streets of NYC by Anonymous Coward · · Score: 0

    Yes, not to mention that every fucking year 83 million people die for different reasons. That's like 220.000 people dying every god damn day. You sould widen your statement if you want your troll post to be true:

    "People lay dying all arround the Globe"

  224. Huge multiplayer network game by Yellow5 · · Score: 1


    I have thought a lot about the perfect strategy game...it seems like the more real you try to make the game, the more impossible it is for one person to control everything, just as if the commander of the US Army was to control each troop. One of the ideas my mind has wondered to would be a large-scale multiplayer network game. There would be different ranking positions to play at, each having their scope of control...etc. The highest level would obviously have a global understanding of what was taking place and have limited communication with other generals or squad leaders. The game for one of these people might have a feel close to civilization while one of the troops would be playing a first person game. They might be driving a tank and play a quasi mechwarrior or a standard soldier playing Counter Strike style. All players would receive commands from above...but wouldn't necessarily have to obey them. Having human interaction would naturally propagate human "feelings" such as moral.

    There is also the dilemma of needing 1000 to play one game, but to solve this, the player should be able to put any position on "AI" mode. As great as a game like this might be, I also see how unrealistic it also seems. Coding something of this magnitude won't probably be done in a garage and just the computer power needed to run the backbone of the game alone would be a site to see... but if anyone out there is in the mood, I would be the first one to buy it.

    -nate

    1. Re:Huge multiplayer network game by Lord+of+Caustic+Soda · · Score: 1

      the problem with that is you will end up with a time scale problem..... realtime battles (say 3d shoot-em-up, flight sim) will have to occur in.....well, realtime. which means the people doing the upper level strategic decisions will be spending most of their time doing nothing. I suppose one way to solve this is to have perhaps "key" battles played out by people in real time and use the outcome to scale the computer simulated engagements.

      Another potential problem I can see is the frustration when your lowly soldiers just fought the most amazingly hard engagement and yet the battle may have absolutely no effect on the large scale..... Okay that's what happens in real life but surely the whole point of computer games is to provide a respite from real life?

      But then, I like playing The Sims.....

      --
      Kill'em! Kill'em all!
    2. Re:Huge multiplayer network game by Yellow5 · · Score: 1



      yes, I have also thought about problems with the time differences, but I figured even the high level positions would be in real time (I guess civilization was a bad example, but some game with large scope control) and if you had 20+ armies to control, I think you could always find something to do...

  225. Game Desighn by Anonymous Coward · · Score: 0

    I think the probleem is that you are trying to adapt a real situation to a computer. What about a totaly abstract game? The Incredible machein, Lemmings , Chess, Checkers. These all abstract the elements instead of makning them more realistic. Something with A(N) unit. just a unit. no bulding , you both get the same number. Then a map of say 256 hexagaons arainged in a rough circle. then fight it out.
    This would have the effect you are looking for.

  226. Originally concieved in the star wars universe by Anonymous Coward · · Score: 0
    However, the theory of it works anywhere.

    My idea was to have a MMPRTS, along the lines of Tie Fighter or one of the classic Star Wars games, where you fly an X-wing or something.


    Now, take that, and add in the ability to captain starships, Imperial Star Destroyers, medium ships like the Millenium Falcon. Also add a high level galactic-size strategy post, where one could allocate units on a galactic scale, such as "3 Destroyer groups guard this quadrant" "Abandon this system to enemy forces while striking nearby"

    Then I thought, may as well allow people to control the turrets, play as storm troopers and so on, walkers for planetary conquest to control resource allocations.

    The way I worked it out, the server should have some default AI value for all of these positions, and allow human players to enter in at any level, from single tie fighter or squadron commander for a group of tie fighters all the way up to allocating galactic research and designating targets of importance.

    Perhaps, given the advantage of humans over AI, there should be some balance features, but it could still be an interesting method of simulating a galactic level conflict. Working within your position as a single ship, assigned a basic objective such as "patrol this space", at the commander level, with power over a certain level of troops, allowing neglect of such problems as supply chain, while upper-echelon commanders took care of supplying reinforcements, munitions, and the like for whole areas of troops.

  227. Anybody else played Combat Mission? by Anonymous Coward · · Score: 0

    You may have never heard of it, but CM is probably one of the a niftiest strategy games around. Info at http://www.battlefront.com.
    WWII squad-level sim along similar lines as CC, in 3-D with some very interesting features.

    * ability to select larger number of cheap self-propelled sandbags / smaller number of experienced units (6 experience levels with occasional fanatical troops)
    * 6 levels of fatigue (based not only on distance traveled and load carried, but also ground condition)
    * aggressiveness affected by low levels of ammo (no supply line in individual battles)
    * intelligent ammo selection by armored units and large guns (i.e.: if both armor-piercing and high-explosive are available, AI will use most appropriate)
    * vehicle ground-pressure ratings (important if it's soggy)
    * vehicle transport classes (more powerful vehicles can tow larger artillery pieces)
    * VERY detailed armor penetration tables (this is one of the most impressive features, it even considers the date the battle is occuring and the possibility of metallurgical flaws)
    * VERY detailed consideration of size of silhouette, speed of turret, likelihood of vehicle burning, shot traps, open top vehicles susceptible to mortars and grenades, etc.
    * grain fields can catch on fire (!)
    * experience level of CO affects command delay, ability to maintain morale, etc.
    * 8 morale levels
    * possibile misidentification of enemy units if fog of war is used
    * Engineer squads can clear mine fields
    * etc etc.

    The graphics are a little chunky when you set your viewpoint near ground level, but still not bad. At the same time, the detail in vehicles is impressive (a turning tank actually moves its tracks independently.) It ships with a pretty comprehensive 170+ page manual.

    The computer's AI is good at defense, not so great at offense, so once you're familiar with it, you'll want to play in multiplayer mode.

  228. What would *I* implement? of course.... by Mojo+Geek · · Score: 1

    HAL

  229. RTS doesn't cut it by maxpublic · · Score: 1

    Real-time games simply don't cut it in terms of strategy. Strategy requires time to think, to plan, to ponder; by definition RTS attempts to limit this in order to push the adrenalin rush. And this has proven a real market winner, since most game players are younger and enamored of having a maximum amount of adrenalin coursing through their bloodstream at any given moment.

    Don't get me wrong, this isn't a bad thing. I'm quite fond of Warcraft, C&C, Starcraft, and all the others; but nobody can convince me that these games contain an ounce of strategy. Or of tactics, for that matter - there's nothing tactical about 'rushing' an enemy. This doesn't mean the game is bad by any stretch, just that it has nothing to do with strategy or tactics.

    So what's needed for a strategy simulation. Here are a few ideas:

    (1) Time. The player needs time to ponder what she's going to do. The clock can't be ticking. That means that either you need a turn-based game, or a real-time game that you can pause at any moment for as long as you like to review the situation and issue new orders. Either one works.

    (2) Order structure. Giving orders and having them followed are two entirely different things. In a strategy you'd give orders and watch to see what the results were. Sometimes commanders might decided, when faced with a new situation, to abandon their orders and take initiative. This might be good, or it might be bad, but either way it isn't what you planned on.

    (3) No 'fighting to the death'; this almost never happens in actual combat. And this is a *good* thing, since a unit that needlessly sacrifices itself is a unit comprised of idiots. When faced with an unwinnable situation, units should withdraw or at least cease offensive tactics.

    (4) Incorporate real-world factors. Examples include poor morale, supply problems, inexperienced leadership, fatigue, or just plain confusion. All of these will affect your plans.

    (5) Logistics. Not a big thing in tactical games, absolutely necessary to strategy games. You need lines of supply and actual supply to send along those lines. The mere morale effect of being 'cut off', even if you have all the fuel and ammo in the world, is enormous; units which historically held the advantage have up and surrendered upon realizing that they no longer had logistical support, even if they could've regained this support with minimal effort.

    (6) Fog of war. Absolutely required in strategy games. You can't know about anything that you aren't currently monitoring. Inadequate intelligence leads to unpleasant surprises.

    (7) Randomness! Shit happens. Your elite, fully equipped, high-morale, well-rested and ready-to-go division of pumped-up uber-soldiers could encounter a run-down, poorly equipped, ill-led rag-tag band of the enemy and get its ass whupped. Sometimes, everything that can go wrong does. Murphy lives for the battlefield.

    (8) A big map. In order for strategy to work you need a well-defined, large playing area. If there aren't multiple avenues of approach then all your strategy boils down to building lots of units and sending them to area x,y where the enemy is camped out - because they're always camped out there, the map doesn't allow for anything else.

    That's good for a start. Off-topic, this made me realize that years ago, out of frustration over the lack of strategy in strategy games, I actually wrote a developers copy of a medieval-era strategy game that outlined all of the mechanics in about 105 pages. That is, how everything worked was spelled out in detail; anyone could take a copy of this and code the game from start to finish with this manual. I still have the thing and found it fun to read it over again, as well as somewhat depressing since I still haven't run into a game that utilizes the concepts I incorporated into my own design. Maybe someday....

    Max

    --
    My god carries a hammer. Your god died nailed to a tree. Any questions?
  230. combat mission by Tom · · Score: 1

    a little overlooked game, but extremely well received by the hard-core strategy gamers (wargamers, tabletop players, etc) - Combat Mission. it's got an ugly website but the game is extremely good. three main points:

    a) it does a ton of calculations to take into account as much as possible. e.g. wind speeds, weather, angle and location of hits on a tank, even the fact that pretty much every bullet/armour combination is unique.

    b) it hides all that complexity from the user. if you don't want to know, all you really need to know is click a few buttons.

    c) it is fully 3D. not the pseudo 3D of starcraft - you can really hide behind small hills. you can even go for a "hull down" (turret of your tank looks over the hill = free line of fire, but the tank itself is protected by the hill).

    they've been discussing a Linux port several times in the forums. afaik there weren't enough people interested to make it financially feasable. but they are working on Combat Mission 2 now - so go there and tell them you want a Linux version.

    Combat Mission rules. its the *only* reason I still have a windos partition.

    --
    Assorted stuff I do sometimes: Lemuria.org
  231. Advance Wars and Panzer General by Grue · · Score: 1

    While there aren't RTS games or even strategy games, I think they're great examples of what this article is thinking of. Advance Wars for the GBA is eating up a lot of my time right now, and Panzer General was one of my fav. turn based wargames.

    If you're looking for those types of game in a RTS game, you're looking in the wrong place.

    RTS gamers aren't geeks.. Now grognards/wargamers, those are geeks.

    Josh

  232. Battle Isle 4 ? by khofTim · · Score: 0

    Have you played The Andosia War Before? It involves supply Lines and remote Production, away from the Battlefield. And its pretty good Fun, too =P

    .

    --
    . take off every .sig for great justice
  233. Homeworld rocked! (playable?) by Domini · · Score: 2

    Homeworld, and to a certain extent the followup Ground Control had elements that push Strategy fully to it's realistically playably limits.

    It had supply lines and whatnot. Troop formations were actually vital.

    With games like StarCraft there is too much micro-control involved, which leave only the best of players time to actually implement strategy. I'ts only the inexperienced players who see only the 'blitz' game, since they do not have the skill to be able to control past that.

    Sure, things like morale and supply lines would be cool aspects to include in an RTS game, but there are also things like playability to be considered. Realism is not the primary concern when the genre is futuristic or fantasy. People get bored with reality.

    PS: Art of War is worth a look for realism fanatics.

    Another game which has the best strategy in it's niche, would be the Commandos line of games. Even though you do not control vast amounts of armies, you have specialised units which do their bit. There are many ways to infiltrate and win, some quicker than others. It kinda reminds me of the ancient game: 'Towers of Babel', and I would consider it a remake.

    My point would basically be the following:

    Most RTS games have elements of strategy, whether intentional or accidental; whether realistic or contrived; whether they are for inexperinced or journeyman players.

  234. I've gotten hooked on Titans Of Steel by PDX · · Score: 1

    The turn based strategy of Titans Of Steel could be combined with the mechwarrior 3D graphics for hand to hand combat. I liked MechWarrior Mercenaries. Too bad Microsoft bought that whole franchise away from FASA.

  235. A plug for good old UNIX empire by moorewr · · Score: 1

    I dfrequently play probably the world's oldest
    RTS, which is UNIX empire. It used to have a
    SERIOUS leanring curve (you needed to print
    maps on wide-carriage paper and have eidetic
    memory), but it now has a nice windows interface.

    It is both the most complete manufacturing/logistic
    simulation I know but the strategy and tactics
    are quite deep, not least because of the ways in
    which units cen be set to auto-respond, interdict
    etc.

    http://www.empire.cx

  236. Settlers by Anonymous Coward · · Score: 0

    What about this greate game. Settlers. The original. Thats stategy if you ever saw it. Its not about building up your troops and destroying yoru enemy.. Well it is, but its not that easy.

    Settlers involves more or less reall midevil world workings.

    What do you require to make a night of the highest training? - You need a night first!

    Ok, a night. - well then you need a person with some weapons and possibly shields then you can train them to become one of the highest ranking nights.

    Ok ok, what about the weapons. Where do they come from. Well they are simply made by the weapon smits.

    How does the weapon smith make the weapons and shields? - well, he gets metal from a smelter and coal from the miners and his tools from a tool smith (or whatever they're called).

    Ok, what about the iron from the smelter and the miners and the wood and materials to make all this.

    Well, theres trees, they are planted and cut down. When they are cut down they are cut into planks and used for any buildings, along with granet which is you second largest resource next to wood. Like all miners, they work hard, and only work when they are pay, thats why the kindom must provide the miners with food. So there are fishermen, wheet and pig farmers, as well as the pig slauterers. All their tools are made from the tools smith which gets his resorces from the miners, blablabla... Its one big cirlce, or what the game likes to call, an economy.

    Settlers is more about the economy and its strength which has an increasing effect on your military... The more gold you produce and weapons makes your army stronger. Thats the final goal, but there is so much need to be done. Especialy since all you have when you start up is some wood and persons :). Now Thats Strategy! :P

  237. Close Combat comes close by Chris+Y+Taylor · · Score: 2

    This is actually a problem that the real Army has complained about. In his book The Art of Manuever, Richard Leonhard complains that because military simulations don't accurately depict troop morale, it distorts the predicted effectiveness of various weapons and tactics. For example, in the simulations you want to "open up" with a weapon as soon as the enemy is in range to maximize the amount of time you have to shoot at him. In real life you want to wait until the enemy gets closer and then open fire suddenly with a lot of different weapon systems in a very short period of time, to cause shock and confusion amoung the troops that don't get killed.

    The Close Combat series of games includes troop morale. It was supposedly designed with the help of a military psychologist. The "shock and confusion" of an ambush that Leonhard was complaining was absent in military sims is a factor in Close Combat. National Defense magazine reported several months ago that some Army units had begun using Close Combat to suppliment their officer training courses, giving a new meaning to "armchair General."

  238. SST by Sun+Tzu · · Score: 2

    My kids love the Sims... and they are something of warmongers. Yeah, they would play Sim War.

    But if I were making a strategy game, it'd be exactly like this. I wrote it precisely because I thought the Trade Wars scenario would make an excellent strategy game -- and no game of that genre worked for me. It is very much a strategy game, although everything is set in a rather abstract scenario.

    Traditionally, SST has been played through a telnet client or a web browser, but a graphical client is in the works and is available for Linux and Windows... I don't know whether it will ever replace the web interface or the telnet interface (which I still prefer).

    1. Re:SST by Squirrel+Killer · · Score: 2
      You know, I've seen links to SST before, and I've clicked on them before, just like I clicked on this one just now, but I've never followed through and played, even though it sound cool for one simple reason...There's no information for a newbie to have a clue what s/he's signing up for. No gameplay info. No instructions. No screenshots (although I see a ss for the linux build now.) No idea to the length of the learning curve. Not so much as even a summary as to what the hell the game is about.

      Maybe in two months I'll see another link to the game. Maybe I'll follow the link again. But if I can't find out anything about the game other than it's about trading starships, I probably won't sign up, again.

      Too bad...it sounds kinda neat.

      -sk

  239. [ first person shooters ] by fux · · Score: 1

    a first person shooter with strategy could be much more realistic than a turn based game. imagine a captain trying to give orders to a little squadron of soldiers and they do not care about it (it used to happen in multiplayer games like quake's team fortress 4 years ago). artificial intelligence still cannot emulate human feelings. :]

  240. VGA Planets by Sindri · · Score: 1

    Tim Wissemans "VGA Planets is a a turn based strategy game where 11 players compete to build an galactic empire.

    In VGA Planets the player must divide his limited number of colonists between his colonies to produce as much resources as possible, and build supply lines to move them to the front. Each player is playing a different race so they must each rely on totally a different strategy. And since you don't always play the same race and are playing against different opponents each game will require you to use a different strategy.

    The game is as the name suggests hideously old but is still IMHO the by far best strategy game available and is still played by thousands of players.

    1. Re:VGA Planets by Mandelbrute · · Score: 1
      The game is as the name suggests hideously old
      The scary thing is that as play by email games go this is still the state of the art. "Stars!" has a far better combat system (fleets - and no wierdness about firing order), but VGA planets seemed to work better for large groups, which probably has more to do with game length than anything else. Cheating can be a big problem in VGA Planets.

      Something like imperial Starfire or a properly implemented star fleet battles would be nice - but it would take someone that would consider it more than nice and have the devotion of a fanactic to make it work.

  241. www.vgaplanets.com by Sindri · · Score: 1

    The link got messed up!
    www.vgaplanets.com

  242. RoboRally by Wizards of the Coast by Domini · · Score: 2

    Anyone interested in a cool strategy board game should have a look at RoboRally.
    (It's a programming oriented out-of-print board-game...)

    A friend of mine decided to contact WotC to implement this as a computer game for a final year project at his university, but they have as yet not replied to him (after about 1 year!).

    Anyway, people interested looking at this, he is intending to release it as a Python application in the future, but it's currently a Beta Java application. (It was a Java course...)

    You can download it HERE

    Have fun, and remember: It's Beta, and comments welcome!

    Me.

  243. Re:I disagree-- Sometimes the game design is at fa by Domini · · Score: 2

    Compare this with chess, where you have 50-100 (even more?) viable starting openings. And that's just for the first 3-7 moves! Or the Go, which has an even higher branching factor.

    You would be 20 for the first move alone... and the second move would be about 20 * 20 (the opponents opening) * +-200 (your second starting opening...)

    The way this is going on the 3-7 moves would be about 8000 - .

    -shrug-

    Perhaps this is what stops people from adding too much option? Too large decision tree to test for possible unbalanced games?

    Hmm...
    -sigh-

    Me.

  244. I'd have to say... by AA0 · · Score: 1

    being a strategy freak myself, and having stopped playing online for the reason mentioned above.

    You can do lots to force people to use strategy, but most people really aren't capable of that level of thought, and you might lose your income from that.

    You can either force the people to start with certain assests, and forces, this way there is no real early rush, just the pure war strategy. This eliminates the ability to use your resources properly and cuts out on the strategy of the overall game, just not the war aspect.

    You can also try and chance the way the AI work, because I have yet to see a game where it works really well. Most of the time the AI will take over a certain group and just blindly attack something and become slaughter. An example, if you had troops in an elevate position they have the advantage, but the AI would never think to use it, or wait for a proper time to attack. What really needs to be done is have proper, smart AI for the game that you are running, but just a generic AI everyone seems to include. Or, you could give complete control over your people to the player, which reduces the size of the battle that you can control.

    What I'd love to see is the combination of a smart AI, and the ablity for the player to use their pieces strategicly, most of the time a player can only give general attack commands and such.

    The last part would have to include something to do with the balance of units and methods. This is often the worst designed part of the game, and its also the main part of it. There always seems to be a way for one unit to have superiority over all the other units, which needs to be stopped.
    I played in the beta of Allegiance, it had the potential of being an amazing game, but everytime they tweaked it they screwed up, at one point I took out half the enemy fleet with a bomber, and crippled their defenses which made us win within 5 minutes. The option to play as the interceptor technology was always available, but all the newbies liked stealth, because it was easy to fly.
    If you were a good pilot, an interceptor was completely dominate to a stealth, but MS didn't consider that most people are bad pilots.

    I'd really love to see another game like Alegiance, done properly. The strategy of your human commander, combined with the skill of your pilots and captial ship captains could have made it the best game ever... but it really ended up as a poor game that grew tiresome after 2-3weeks.
    If the forces had been reworked, it still could be awesome, but there are some major flaws still, having to do with finding resources, and their location compared to your base, as an enemy might have those same resources closer, giving him an early edge, which is crucial.

  245. Morale... by Anonymous Coward · · Score: 0

    If you're going to implement troop morale, you'll also need to put in USO shows and state sponsored brothels.

  246. Kohan has more strategy than most RTS's by robj · · Score: 1

    Kohan (www.kohan.net, available for Linux!) has supply zones, morale, formations, and quite a few other more-strategic concepts. It's by far my favorite RTS, as it's *not* a clickfest.

    Anyone who's interested in this thread should definitely at least try the Kohan demo... it's right up your alley :-)

    Cheers!
    Rob

  247. Chess: tactics, Go/Wei Qi/Baduk: strategy by Sabaki · · Score: 1

    A number of people have posted about Chess, so it's worth pointing out a much older, much more complex strategy game (which possibly has a broader player base worldwide) -- Go, which is the Japanese name, it's known as Wei Qi in Chinese and Baduk in Korean.

    One of the great things about Go is that the strategy and tactics are actually two separate things -- there's even an approximation of supply lines (groups are captured when they are completely surrounded without internal resources.)

    Further, while they've made a computer that can beat the best Chess player in the world, no one's been able to come close to professional level in Go programs. (The best one isn't much stronger than I am.)

    Check out:
    http://kgs.kiseido.com/
    http://www.usgo.org/
    http://www.samarkand.net/

  248. Re:Remember Ender's Game? Try Homeworld. by willybur · · Score: 1

    Have you ever played Homeworld? It's one of my favorite games, and seems to have taken a great deal of inspiration from the Eros simulator from Ender's Game. Granted, you only get to be a commander (you never get to control specific ships), and you must harvest resources, build ships, etc. But, as a commander, you control the ships in far different methods. In many games, (Starcraft, for example), when you command a unit, you essentially commandeer it for a moment. You 'order' it to move somewhere, but it does so fanatically. There is no initiative.
    In Homeworld, you can only *order* units. You tell them to move somewhere, they do so within their squadron (which you design), according to their formation, and depending on which tactics you have selected for those ships, will follow the orders more or less closely. They will attack enemy ships and ignore orders when set to more aggressive tactics. Get a demo of it. Here is one location of the demo. The single player from the demo is sorta boring, so I'd try out the skirmish, too.

    --

    --
    "Everybody wants a rock to wind a piece of string around." - They Might Be Giants, "We Want a Rock"
  249. Chess? by Anonymous Coward · · Score: 0

    Well the classic game of chess ... I am sure this is redundant, but it might not be :-)

  250. My perfect game... offtopic? by Omerna · · Score: 2

    Just an idea, but a game with TACTICS involved, not strategy would be my favorite.. something ala Ender's Game Battle Room, where you have the same troops and resources but it's who uses troops the best.

    --


    No sig for you.
  251. Re:probably "Operational Art of War" or Road 2 Mos by CaptainAvatar · · Score: 1
    Yeah, it's a pity Road to Moscow died in the ass. But there have been previous attempts to do something similar, eg SSG's classic Battlefront series of operational level wargames, as well as their epic War in Russia. Of course, these games came out in the 80s, so they weren't exactly purty, but they sure were fun. Maybe I'm lazy, but I liked the idea of telling my commanders I wanted such and such a city captured, and letting them figure out how to do it :) You could also choose to play one of the subordinate commands, and obey the orders coming from above ... good games.

    Of course, SSG also made Reach for the Stars and Warlords ... not a bad track record!

    --
    The real Captain Avatar is a fictional character, so I suppose he doesn't mind if I impersonate him.
  252. fallout tactics by AndyChrist · · Score: 1

    I think that fits the bill.

  253. Diplomacy, and other Avalon Hill games by Thyrsus · · Score: 1

    When I think serious strategy, I always think of
    Diplomacy, and, to a lesser extent, the other Avolon
    Hill games. I continue to be mystified as to why
    they don't develop computer-assisted versions of
    these games: identical rules, but more fun because
    the computer is taking care of the tedious paperwork.

    1. Re:Diplomacy, and other Avalon Hill games by george · · Score: 1

      The Hasboro (who bought AV) has a computer version of Diplomacy which is terrible. But there are others out there who have filled the void. Check out the web judge at www.redscape.com.

  254. I agree by Anonymous Coward · · Score: 0

    there's more to it than just having a bigger army and attacking early.

    just one example:
    when an enemy capital city is invaded, it has the potential to split the rest of the faction into two smaller factions.

  255. i have an idea for a game by Anonymous Coward · · Score: 0

    how about a turf war thing in a poist-nuclear world in 3d with 1 buildmaster and the reast are recruited by him? then they could fight other gangs and take over their buildings and equipment!

  256. Don't bother by mrogers · · Score: 2
    Nah, I bought that game and it only took me two days to finish it. Now I'm waiting for Chess 2 to come out. Wonder how long that will take.

    What do you mean, "play it again"?

  257. Have the AI exploit weaknesses by tkrabec · · Score: 2, Interesting

    1 make sure all the units have a weakness.
    2 if the user is producing all of Unit A then produce a unit that exploits the weaknesses
    3 This would help to force the user to adapt their stragety

    -- TIm

    --
    TKrabec Pahh
  258. starcraft by Magius_AR · · Score: 1
    Take, for instance, StarCraft. The last time I played with someone actually used a strategy besides simply building a lot of medium units and some large units and then sent them all as soon as possible was.. well, never.
    OK, then apparently you haven't played enough Starcraft. I've been in it for about 4 years, mostly playing BGH games. And I've noticed that the "defend early, build alot of units, attack" strategy fails miserably most of the time I've seen it. Reaver drops, dark temp rushes, early lurker rushes, temp drops, marines/medic/tank progression, cannoning someone in, among many many other straegies, this game is much, much more than you make it out to be. Being good in Starcraft is much about expanding and scouting, recon is essential. Expansion is needed so that you can outproduce your opponents. It's also about building an adequate defense without wasting so much money that you lack an offense. In fact, some people take their chances with no defense at all and often get away with it due to bad recon/scouting by their enemies. No strategy? You're just playing the wrong people. I don't play as much ever since I graduated college, otherwise I'd offer a game ;)

    Btw, regarding the "defend early, build massive army, attack" strategy: me and my friends would deal with this one quite easily every game...triple rush one of them. Since everyone is building defenses, no one has offensive units to assist with. It then becomes a 3v2. We then proceed to expand and shift to more advanced strategies. And normally (unless they're really good), they never recover.

    Magius_AR

  259. Modem Wars by rexfelis · · Score: 1

    Long ago, in the eighties, there was a game called "Modem Wars" from EA. You negotiated with someone on the end of a modem over how many and what type of troops you would both get.

    No building. Fixed and optionally equal troop counts. You'd command 8-10 different unit types that performed differently on different types of terrain. You got damage bonuses for being on higher terrain. Defense bonuses for digging in. All real in real time. Heterogeneous troops could hold formations which was critical for tactics. Real strategy was needed for holding reserves and flanking maneuvers.

    The graphics were horrible but the interface was easy and I've yet to to see its equal in strategey or tactical thinking required for a video game.

    I could give a shit weather or not you can see the orc's pimples. Give me a game that plays well with clean interface where thinking matters.

  260. Good strategy game by SwansonMarpalum · · Score: 1

    Personally I'm rather fond of Sacrifice. It's a bit of a leap from the traditional RTS model in that you're down on the field with your troops, but it greatly reduces the urge to just zerg your opponent with a few very simple rules. 1) When your units die, a soul pops up above their corpse. 2) You need souls to summon your units. Collecting your own souls involves just running over your troops. 3) Your enemy can convert your souls if you don't pick them up right away and use them against you. 4) Territorial aquisition is important, giving you more mana for casting spells and summoning critters. 5. Sheer numbers will not guarantee success against an intelligent opponent who deploys his troops properly against an unorganized zerg rush.

    --
    "Give away the stone, let the oceans take and transmutate this cold and faded anchor." - Maynard James Keenan
  261. Pax Imperia anyone? by dr00g911 · · Score: 1

    Pax Imperia (and the sequel, eminent domain) was an awesome game that required huge amounts of resource management, and actual strategy which changed on a per-game AND per-race basis.

    It was basically a combination of Risk, Civ, Tradewars, Spaceward Ho! and more.

    A lot of the routine day-to-day paper/money shuffling was done by AI characters you chose to me Minister of Finance, War, etc... except they actually managed for you, unlike the Civ avatars.

    In that game, you couldn't mass for an attack and cream the entire universe because:

    A: It was too damned big. Mind-bogglingly big.
    B: You needed supply lines to refuel and repair your ships in transit
    C: Having a fleet required upkeep. Sure you could build 50 dreadnaughts and gain a couple of systems quickly, but you'd go broke and have to decommision them soon afterward.

    It wasn't exactly a RTS... more of a hybrid RT and turn-based. A lot of resource allocation tech-tree stuff, like Civ, but combat was real time.

    And a successful campaign would take weeks if you created a decent sized galaxy.

    It had multi-player options as well.

    I may just have to dust that one off and try it again. It's been quite a while...



    --droog
  262. This isnt real! by james(honest) · · Score: 1
    If by your post you mean that you want a strategy game that emulates real life, then I dont know of any (I'm sure other posters do). You can have a strategy game without "real world" things like supply routes. I've played Microsoft's Age of Kings a lot, and while you dont need supply lines to supply your troops, you do have to worry about production, and there is even an element of supply lines with the trade carts and ships.

    However, your description of peoples play as "build a lot of units quickly and then go kill people" suggests to me that a) you are poo-pooing this kind of strategy, but more importantly b) you arent actually very good at this strategy and get killed a lot. My reasoning is this: if you had attempted to learn the strategy of the game, you would realise just how subtle and important *every* key press and button push is in the beginning of a game, and that building lots of units and attacking early is no mean feat, but a great skill. A difference of 20 seconds can be life or death. Instead, you do not see "real world" strategy and so claim that there is none.

    The order in which you build given your starting situation is vitally important. Guaging your opponent is important. Once you survive the opening game, much more strategy is revealed which is especially apparent in team play.

    Go away and read "On War" by Carl Von Clauswitz, and "The Art of War" by Sun Tsu, and oh, that one by Machiavelli and then have a go at learning the world of your game, instead of trying to fit your real world into your game.

  263. go by strombrg · · Score: 1
    I'm always very amused when I see today's crop of movie-like games referred to as "strategy games".

    If you want something heavy on strategy, minus the explosions and dudes keeling over with bullet holes, try the aeons-old board game called go. There are computer opponents for *ix which are good enough to challenge a beginner, and there are clients for go servers that'll give you access to some astonishingly good human opponents as well.

    It's incredible how a game with such simple rules can have so many layers of deep strategy. It actually uses a rating system just like what you see used by students of karate, to help give people well-matched games.

  264. settlers by Anonymous Coward · · Score: 0

    I think the Settlers line of games would satify.

  265. Its not very easy... by Anonymous Coward · · Score: 0

    Things like that are pretty hard for a company to do... Programming your AI scripts would probably become one of the biggest parts of the game...and programmers probably aren't their main target audience. It would be pretty neat if one did though.... I think it wouldn't be too difficult to do something like this (based around what I know about Starcraft and the influence of Perl)...

    if (unit[name] == "Terran Ghost" and
    unit[custom][flags][attacking] and
    all_units[unit[target]][flags][robotic] and
    (
    all_units[unit[target]][flags][flying] or
    all_units[unit[target]][type] == "Terran Siege Tank"
    )
    )
    {
    unit[orders] = "Lockdown";
    }

    if (unit[name] == "Terran Wraith" and
    unit[custom][lasthp] > unit[hp] and
    unit[energy] >= 75) //can't...remember...

    {
    unit[orders] = "Cloak";
    }

    Hmm....it seems as though...this would be fairly simple for game developers to implement... It would probably be sort of annoying to work on...but...it would be really cool if it worked... For a game like Starcraft, it wouldn't be too hard to make a basic AI script for all the special abilities of units. And...if they don't do something you want them to, you can always order them normally.

  266. Re:MOO3 -- Better link by Valdrax · · Score: 2

    Try the actual developer's website:
    http://moo3.quicksilver.com/main2.html

    Off of there, you can find a link to the forums where the design of the game is still being discussed. It's the only game that I'm slavering for that's nearly half a year from release.

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
  267. stratagy by king-manic · · Score: 1

    It should be noted how ever that only in very few instances in history have any side won without
    "large numbers of medium and heavy units". it may be the prodaminant strategy in RTS games and it is the prodominant strategy of real world poers. Look no further than the United states.

    And as in the real world if your defensive set up can significantly hinder the "large numbers of medium and heavy unit" you can take a disporpotionaly large amount of the enemy and win. This is true in both real life and in the games. A good example is vietnam.

    RTS are a fair approximation of real war, and they do so slightly better in some ways than the turn-based strategies of old. And in someways they don't. But I think starcraft is a lot more fun than Shiloh.

    --
    "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."