Your ideas for a resourcs system for an RTS

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If you would design an RTS resource system, how would you design it.
Right now Im thinking about a system with free buildings, but you can only build one at time meaning they will be hard to replace.
Resource buildings would give resources based on an area (encourage map control) not unlike battle for middle earth 2 but with more then one type of resource.
Units would need resources and some buildings would take some in upkeep for resons not stated:D
 
Collect wood and stone, build homes, churches and schools!!!!

Highly original.
 
I was always partial to how it was done in the Dawn of War series where you have to capture strategic points on the map. Of course that's assuming your game is going to be primarily a wargame.
 
Resource gathering should be largely automatic so you won't be micromanaging workers. Games that require that cannot be reasonable called strategy games.

At most, there should be some sliders where you can adjust the goals of the resource gathering.
 
I dont agree with that. Micromanaging workers and managing worker efficiency is a huge startegic aspect in itself.
 
I dont agree with that. Micromanaging workers and managing worker efficiency is a huge startegic aspect in itself.

Well if you take the word 'strategy' at its pure definition, then micromanaging is not a part of strategy. To put it in a (probably overly) simplified way: pure strategy games would involve the player making the big, sweeping decisions with the "day-to-day" being either automated or abstracted in some manner. Any game that has the player doing the micromanaging should really be classified as a tactical game rather than a strategic one.

For example: most turn-based 4x games are strategic in focus where as games like Command & Conquer or StarCraft are tactical in focus based on the roles they have the player assume. Of course, you also have hybrid games that are both tactical and strategic such as the Total War series and Sins of a Solar Empire.
 
Well if you take the word 'strategy' at its pure definition, then micromanaging is not a part of strategy. To put it in a (probably overly) simplified way: pure strategy games would involve the player making the big, sweeping decisions with the "day-to-day" being either automated or abstracted in some manner. Any game that has the player doing the micromanaging should really be classified as a tactical game rather than a strategic one.

For example: most turn-based 4x games are strategic in focus where as games like Command & Conquer or StarCraft are tactical in focus based on the roles they have the player assume. Of course, you also have hybrid games that are both tactical and strategic such as the Total War series and Sins of a Solar Empire.

Arguably, the trick would be to massively limit population so players who are excel in clickfeasts but don't have strategic brilliance don't gain the upper hand.
 
I dont consider any RTS 'tactical' unless it has pause and issue commands functionality.
 
Because I need to be able to command and issue my tactics!
 
Because I need to be able to command and issue my tactics!

You can't do that in real time? Real life battlefield commanders manage to do it without the bird's-eye view, point-and-click interface, and instantaneous and 100% reliable transmission of orders that a gamer enjoys.
 
That's like saying chess shouldn't be turn based.
 
I'm a bit biased because starcraft: brood war is the greatest game created of all time, but I think it's resource management is a little too mechanical in the worker aspect. It is a very strategic game but the pace is kind of funky, in that it becomes incredibly rapid sometimes and actually fairly slow at others. This is compared to say, C&C, which is much slower throughout (though I don't know of competitive or really any 1v1 competent command and conquer). Something like supreme commander is very slow.

About the OP: warcraft 3 designers (I am not too familiar) do talk about camps (units "farmed"/killed for resources) as really economy management for Experience, since it forced the game to be a resource management of getting XP for your hero and thus forced the map movement to be clusters of your army around your hero, where maybe it could be more spread-out otherwise. I.e. the "fourth economy" of XP farming is like resource gathering tied to specific areas of the map.

Even distributed resources like that rather than discrete, mineable bases like starcraft impact the map. Which sometimes discrete bases spreads the game out across the map, or causes people to be more turtley the way starcraft 2 ends up more often than not, with zerg getting strong benefits of staying on their own territory (creep) and bases being taken close-together rather than at corners of the map as in sc:bw.

I kind of wish MOBA's, maybe moreso dota/dota 2 specifically, get called as action RTS (ARTS) as that term is sometimes more appropriate, as there is a very strong economy management in XP farming and sharing and "mining". Westerners use MOBA, as do easterners, but a lot of koreans use the term "Aeon of Strife-like" to even describe some games. People discount moba's as an extension of RTS and they really are, but I guess some people think RTS is only essentially slightly-faster tabletop gaming.

Coincidentally (for cfc), a podcast was done with soren johnson (civ series) interviewing Rob Pardo (lead design starcraft 1/brood war, a designer on warcraft 3 and a designer for much of starcraft 2 pre-release) about stuff. The warcraft thing from above is buried somewhere in here, so he talks abput resources in RTS a little.

https://www.idlethumbs.net/designernotes/episodes/rob-pardo-part-1

Part 1, Starcraft 1 sections:
00.38 (game balance)
00.46 (Zileas using reavers)
00.51 (fastest game speed)
00.55 (apm)
01.07 (Maps)
01.10 (Broodwar specifically as opposed to starcraft vanilla)
01.18 (Amount of hours he worked)
01.21 (Meaning of balance, Boxer using vultures)
01.22 (emergent gameplay, spellcasters, move and shoot units)

part 2 has stuff about sc2 and other things, I didnt listen to it

anyways:

I dont like "maintenance" concepts in economies for RTS, or limited slotting of units (allowed 5 units of X, 1 unit of Y). If you want a hero-based army, make it very distinct in low number of heroes and the game not be as much about resource management.

I also am strongly more in favor of "many buildings" rather than only a few, which ties back to resource management in perhaps requiring more workers (eg protoss in starcraft doesnt need more than 1 worker to construct stuff).

For instance, you could have a building spawn 10 units at a time or make 5 buildings spawn 2 units at a time, im in favor of the latter.

So, I'm in favor of discrete countable resource categories (could be 2, like starcraft, or you could make a game with 4 or something with it being wood, stone, iron, copper) and tying those resources to large amassing of armies/buildings (e.g. wood and stone could be required for making buildings, iron and copper for army creation from those buildings). I inherently support needing many-workers to collect such resources, and probably support "common worker" that can mine any resource (e.g. 1 worker/peon could collect all 4 resources in this running example, rather than 1 that can do wood/stone and 1 that can do iron/copper)
 
I'd make it so resources actually have to be transported to specific production facilities from extraction facilities. Gives people the ability to disrupt supply lines and discourages throwaway expansions.
 
Some time ago I thought it would be cool if there was a RTS for snowball fights (where there would be at least a light amount of resources anywhere on the map, and resources could be wasted by a number of activities besides actual use).
 
I think a good RTS should have you fight for the control over the whole map, camping should be greatly discouraged but building defensive structures to gain map control is greatly encouraged.
But because you only can build one building at a time, you can for example either rush out and build alot of resources buildings or you could expand slower and build defensive structures because they would make raiding alot harder.
 
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