Top Real-Time Strategy Games of All Time?
Decaffeinated Jedi writes "GameSpy is running a feature looking at the editors' picks for the top real-time strategy games of all time. Included on the list are such classics as StarCraft, Command and Conquer: Red Alert, and Age of Empires. The article looks at each game's significance to the genre as a whole, as well as offering some reader feedback on the editors' choices. Why not grunt rush their server, have a look at their picks, and share some of your own RTS favorites here?"
While I am sure there was lots of strategy involved in competitive TA play, this statement belies that fact. Mass and attack has very little strategy to it.
...). In my experience low level harassment from the start, multiple bases and territory control were much surer paths to victory.
I used to play TA tournaments: a LOT of strategy was involved (especially before Cavedog started monkeying around with the balance with the units they released weekly, after Chris Taylor left IMHO things went downhill pretty fast).
Yes, when you see newbies play it's going to be pretty boring, but expert play is a completely different kettle of fish. It =can= happen even among experts that you'll have a pretty sizeable battle where you throw everything at your opponent, but obviously before you do that you have to be pretty sure you're going to win (recon, selective bombing, multiple fronts,
TA's greatest strenght is its UI in my opinion, being able to queue things so easily, creating groups, pathing, guarding and so on gives a lot of flexibility to the experienced player.
Install TA, grab TA:M (TA mutation) and some of the latest AIs (that are MUCH better than the one shipped with the game) and you'll have a lot of fun, believe me.
-- the cake is a lie
How could they make it first pick? Because it rocked.
:
They're right. It was WAY ahead of it's time. Games today STILL don't give you the level of control that TA did.
Controls TA pioneered:
Order queuing: Hold down shift and you can give a unit a giant stack of orders. No limit (save memory I'd imagine). Warcraft 3 had it, 2 didn't. Starcraft didn't either.
Factory orders: You give an order queue to a factory, and every unit it produced would get those orders. This feature has yet to be duplicated (to my knowledge).
Factory groups: If you assigned a control group to a factory, every unit it produced was also in that group. I haven't seen this duplicated either.
Seperate move & shoot behavior controls: Some games give you the option of having a unit be agressive or passive or whatever, but TA seperated movement and firing options. For movement you had "hold still, tether (follow enemy a short distance and then return), and free roam". For attacking, they had "hold fire, return fire, and fire at will". In warcraft three you can order a unit to hold still, but you can't order it to hold it's fire.
Select all of *: TA had LOTS of keyboard shortcuts to let you select all of a particular group of units. Some of those groups included "all units that can attack", "air units" "ships", "construction units", "all the units on the current screen", "all units of the same type as the ones currently selected", stuff like that. Oh, and "all units".
Production Queues: You could order a factory to keep producing a given unit forever. You could order 5 fighers, then 10 bombers, then 5 more fighters, then 3 scouts, THEN keep building fighters forever.
Foritifications: You were allowed to build little barracades called "dragons teeth". They could be shot over with indirect-fire weapons, but direct fire hit them, and it took quite a bit of damage to destroy them. You could build your own walls.
Pay as you go production: Producing units drained resources over time, rather than paying for everything up front.
Unlimited resources: There was no limit on how much of a given resource was present. A "metal patch" with a miner on it would continue producing X-metal-per-second until it was destroyed. More of a gameplay descision than a control feature, but still noteworthy.
If you didn't like TA, you either
* Need to take another look
* Don't have the same tastes as right-thinking people (me).
And it was REALLY mod-able. Quite a few total conversions floating around out there. Sadly, many were based on someone else's IP and shut down (star wars, various other RTS's duplicated in TA, stuff like that).
Incidentally, Chris Taylor did quite a bit of "new spin on old ideas" in Dungeon Siege too. Sadly, he seems to have removed some "fun" stuff, along with many of the hassles. And I pray that he goes back and does that sci-fi RTS he's threatened to do on occasion.
Fooz Meister