Good colsole RTS

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alik44

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inFAMOUSCowZ said:
Ok so like title says, what are some good console RTSs. I plan on getting Starcraft at some point and time, for my pc. (doing some upgrading right now) And I've played a few on my xbox.

They are
- CC tiberium wars
- CC Kanes Wraith
- LOTR
- Supreme Commander 2
- Halo Wars
- Universe at War
- End War

The only RTS I own now is SupCom. I had both CC games, LOTR, Halo Wars.
Now I'll re buy any of those games, if a fair amount of people still play online. And it is broken like SupCom. Since they havent patched that game yet, and theres this glitch that lets you get unlimited mass. And I dont think they plan on fixing it since its been like this since release. ( plus not a lot of people play the game) So any ideas would be great on what i hould get would be great.

I think they said Ruse was a good RTS
 

AnAngryMoose

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Millardo said:
Starcraft and SC2 are both good choices. Age of Mythology has the Deity powers and all the goodness from Age of Empires games. Only warning is that SC2 takes a while to master online, and they (Blizz) keep the glitches pretty well under control. To think of it, I havent seen too many good RTS that caught my eye lately.
Console RTS, mate.

OT: Warhammer Battlemarch is pretty fun. RUSE is absolute crap for a console. Not sure about PC though.
 

Paksenarrion

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For a split second there, I read "good console TITS".

OT: I've wanted to play Halo Wars for some time, but due to lack of funds...well...
 

Zero_ctrl

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Most console RTS's I like are hybrids:

-Pikmin
-Overlord
-Brutal Legend
-Halo Wars (Though it didn't work well for me)
 

Iwata

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irani_che said:
there was a really old rts on the ps2 i think, it was with those green army soldiers.
i would be forever grateful if someone could tell me what it is called
Army Men RTS. I still have that one.

 

Souplex

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Jul 29, 2008
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Traun said:
Souplex said:
The site ate my post, and eaten posts usually show up when another post is made. I apologize if this is somehow against the rules in a way I'm not aware of.
Happened to me too, apparently the Escapist is having issues at the moment.
Souplex said:
Not the point, my point is that no matter how good your strategies/tactics are, they are hampered by the RT part of RTS.
and when I was talking aboot APM, I was talking aboot intentional coordinated ones. Hence why I was talking aboot pros who I'm fairly certain don't button mash.
This is simply not true, there are many examples where the player with substantially higer APM looses (for example, NaDa vs TLO).

Also - Pro's do button mash, they need to do this in order to keep their APM at a certain level, so they don't loose momentum.
I like to think of it as a mathematical formula: 100% = maximum possible intentional APM.
The quality of your RTS play is the Action% of the quality of your strategy.

Souplex said:
(Also, "Strategical" isn't a real word, the word you were looking for was "Strategic", but that does not change the quality of your argument, only how easy it is to mock.)
Glad to see you have your priorities straight. Also - aboot isn't exactly a word either.
"Aboot" is a mispronunciation of about. It's intentional though, and the meaning is clear.
 

Tom Phoenix

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Mr.SunShine said:
TheDoctor455 said:
T_ConX said:
I pick Console Good. RTS Good.

Yeah... I'm pretty sure there's no such thing as a good console RTS... that genre just can't be taken away from mouse and keyboard.
http://www.youtube.com/watch?v=KtKkOhMqVhY

=D
Actually, that was terrible. Anyone even remotely experienced with RTS games can tell you that it's important to maximise the number of tasks you complete with the keyboard so you can free up your mouse for unit control. In this video, however, the player needed to rely entirely on his hands for all tasks. He didn't even have the benefit of a right mouse button for attacking...he quite literally had to click on the Attack button on the interface to order his units to attack!

That's not the only problem either. Touchscreens lack tactile feedback, which is important for an RTS game, since you cannot waste time second guessing whether or not your command registered. Plus, fingers lack the precision of a mouse, which is a vital aspect in unit control. It's actually kind of ironic that the video showcases WarCraft III, since that game emphasises unit control more than anything else.

Don't get me wrong, it's a neat experiment. But from a practical standpoint, it is far too lacking to be even a decent replacement to the mouse and keyboard.

Souplex said:
When will people learn; It's realtime, or strategy. Not both. When you put in the realtime elements, a lot of the strategy goes out the window being replaced with how many actions per minute you can perform.
I've always liked Turn Based Strategy however.
Fire Emblem always will have a place in my heart.
If you are going to bring reality into it all, keep in mind that time doesn't stop for real-life strategic planning either. But I digress...that is besides the point, since we are talking about games.

Whether or not the game has strategy isn't dependant on whether the game is realtime or turn-based. Infact, strategy isn't something you should be thinking about during the course of a game. Any good RTS player will be clear on what strategy (s)he wants to pursue before the game starts. If someone is trying to think of a strategy on the fly, they are doing it wrong and chances are that they will lose horribily (unless their opponent is using the exact same mindset). Even in real-life, strategy is something that is supposed to be planned well before the bullets start flying.

Ultimately, the main difference that the realtime element causes is that it demands a level of dexterity from the player (assuming the game can't be paused), since it becomes important to execute actions both quickly and accurately. But as I said, that has no bearing on strategy which is (or at least should be) planned well ahead of the game. Plus, keep in mind that by dismissing RTS games in general, you are also dismissing titles like Hearts of Iron and Europa Universalis, who have more strategy than most turn-based strategy games.

That said, I do agree that Fire Emblem and Turn-Based Strategy games in general are awesome. =)
 

Traun

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Souplex said:
I like to think of it as a mathematical formula: 100% = maximum possible intentional APM.
The quality of your RTS play is the Action% of the quality of your strategy.
1.The reason why there is a ladder, is to place people with relative APM to each other against each other. The system will make sure that you are never severely outmatched by your opponent.

2.You statement about "mathematical formula" shows that you are having no real experience with RTS games and know little of the genre. As is your inability to provide examples of your statements that would go beyond your own opinion.
 

Jekken6

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The only types of strategy consoles can do well are Turn Based Strategy (see: Valkyria Chronicles)
 

Mr.SunShine

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Tom Phoenix said:
Mr.SunShine said:
TheDoctor455 said:
T_ConX said:
I pick Console Good. RTS Good.

Yeah... I'm pretty sure there's no such thing as a good console RTS... that genre just can't be taken away from mouse and keyboard.
http://www.youtube.com/watch?v=KtKkOhMqVhY

=D
Actually, that was terrible. Anyone even remotely experienced with RTS games can tell you that it's important to maximise the number of tasks you complete with the keyboard so you can free up your mouse for unit control. In this video, however, the player needed to rely entirely on his hands for all tasks. He didn't even have the benefit of a right mouse button for attacking...he quite literally had to click on the Attack button on the interface to order his units to attack!

That's not the only problem either. Touchscreens lack tactile feedback, which is important for an RTS game, since you cannot waste time second guessing whether or not your command registered. Plus, fingers lack the precision of a mouse, which is a vital aspect in unit control. It's actually kind of ironic that the video showcases WarCraft III, since that game emphasises unit control more than anything else.

Don't get me wrong, it's a neat experiment. But from a practical standpoint, it is far too lacking to be even a decent replacement to the mouse and keyboard.

Souplex said:
When will people learn; It's realtime, or strategy. Not both. When you put in the realtime elements, a lot of the strategy goes out the window being replaced with how many actions per minute you can perform.
I've always liked Turn Based Strategy however.
Fire Emblem always will have a place in my heart.
If you are going to bring reality into it all, keep in mind that time doesn't stop for real-life strategic planning either. But I digress...that is besides the point, since we are talking about games.

Whether or not the game has strategy isn't dependant on whether the game is realtime or turn-based. Infact, strategy isn't something you should be thinking about during the course of a game. Any good RTS player will be clear on what strategy (s)he wants to pursue before the game starts. If someone is trying to think of a strategy on the fly, they are doing it wrong and chances are that they will lose horribily (unless their opponent is using the exact same mindset). Even in real-life, strategy is something that is supposed to be planned well before the bullets start flying.

Ultimately, the main difference that the realtime element causes is that it demands a level of dexterity from the player (assuming the game can't be paused), since it becomes important to execute actions both quickly and accurately. But as I said, that has no bearing on strategy which is (or at least should be) planned well ahead of the game. Plus, keep in mind that by dismissing RTS games in general, you are also dismissing titles like Hearts of Iron and Europa Universalis, who have more strategy than most turn-based strategy games.

That said, I do agree that Fire Emblem and Turn-Based Strategy games in general are awesome. =)
*sigh*
I completely disagree that strategy is something you fix in your head before a fight because if your defending cooridnate x and the enemy attacks coordinate y you aren't going to go "d'oh well, i gotta stick to my strategy" NO! you will reallocate some or all of your forces! CHANGING! your strategy!

and i also disagree with "he quite literally had to click on the attack button" well yes and no. i showed this to a buddy of mine and he noted that one hand seems to change the meaning of the other, Like if you hold one finger on the screen and drag the other hand acrossed that is a different action than just dragging your hand accrosed...
Also yes not being able to select certain groups with a 1 2 3 of the keyboard would be bad BUT, they display it on the screen for you to click there.. whereas a console with a controller (halo wars as an example) has you go from, one group to one group to the other group, scrolling through them...

I have a LOT more to say to you but i have to redirect my attention to THIS guy

TheDoctor455 said:
Mr.SunShine said:
TheDoctor455 said:
T_ConX said:
I pick Console Good. RTS Good.

Yeah... I'm pretty sure there's no such thing as a good console RTS... that genre just can't be taken away from mouse and keyboard.
http://www.youtube.com/watch?v=KtKkOhMqVhY

=D
Cute.
But you'll notice that it STILL wasn't on a console. And that it was obviously a version of Warcraft 3 that had been specially developed to showcase that device. Now, show me a multiplayer match between one guy using a touchscreen and the other an experienced player with a keyboard/mouse, and lets see who wins.
con·sole2    /ˈkɒnsoʊl/ Show Spelled
[kon-sohl] Show IPA

?noun

2. the control or monitoring unit of a computer, containing the keyboard or keys, switches, etc.

Also, my point wasn't that it was a console, my point was that it wasnt using a mouse/keyboard. which as the quote says will never be unseated in rts ownership, well i posted the video to show that there are other ways besides the mouse and keyboard, they just aren't that popular yet... hell! this might be the standard rts in the near future! but who knows...
 

Hijax

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Mr.SunShine said:
*sigh*
I completely disagree that strategy is something you fix in your head before a fight because if your defending cooridnate x and the enemy attacks coordinate y you aren't going to go "d'oh well, i gotta stick to my strategy" NO! you will reallocate some or all of your forces! CHANGING! your strategy!
If both coordinates x and y are strategically important to you, and yet you fail to consider when you lay your plans that the enemy might attack coordinate y, then you are an imbecile and deserves any defeat you might suffer.

Seriously though, the plan that you lay ahead of the battle should allow for the enemy's movement too, and obviously thats gonna include defence of anywhere that you've established a base.
 

LitleWaffle

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T_ConX said:
Give this man a cookie, he has obtained enlightenment.

You probably shouldn't bother with Console RTS games. They are not nearly as good as ones on the PC. Starcraft 2 is excellent for micromanaging, has a great story, awesome gameplay, and you can actually play it really competitively.

Just save your time for that, it will be much more worth it.
 

Daffy F

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Souplex said:
Daffy F said:
Traun said:
Souplex said:
When will people learn; It's realtime, or strategy. Not both. When you put in the realtime elements, a lot of the strategy goes out the window being replaced with how many actions per minute you can perform.
I've always liked Turn Based Strategy however.
Fire Emblem always will have a place in my heart.
It's funny, because you have no idea of strategy, tactics or specific requirements depending on the genre.
Agreed. When things are 'Real Time' It means you really have to think on your toes. You don't have long amounts of time to think between turns while you are safe. You have to formulate strategy so you can win, whilst forming your own defences against attack.
Yes, but your strategy is hampered by how quickly you can command your units in that time. Once again, the strategy is hurt by the real time.
The average competitive Starcraft player averages aboot 5 actions a second. The average human is significantly slower, so even if it is the best plan ever, it will suffer because of the real time elements.
Part of the strategy is learning how to manage things quickly. It gives you an edge, although, admittedly, you can never out-micromanage a computer player.
 

Tom Phoenix

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Mr.SunShine said:
*sigh*
I completely disagree that strategy is something you fix in your head before a fight because if your defending cooridnate x and the enemy attacks coordinate y you aren't going to go "d'oh well, i gotta stick to my strategy" NO! you will reallocate some or all of your forces! CHANGING! your strategy!
...That's not strategy. That is tactical manouvering. Holding location x or moving to location y isn't a strategy. It can be a part of an overall strategy, but is not a strategy in itself.

Strategy is your long-term plan as to how you intend to achieve victory. It focuses on the overall picture and not just a part of it. Simply put, strategy is the method with which you plan to achieve victory or success while tactics is the implementation of said method into practice.

and i also disagree with "he quite literally had to click on the attack button" well yes and no. i showed this to a buddy of mine and he noted that one hand seems to change the meaning of the other, Like if you hold one finger on the screen and drag the other hand acrossed that is a different action than just dragging your hand accrosed...
Also yes not being able to select certain groups with a 1 2 3 of the keyboard would be bad BUT, they display it on the screen for you to click there.. whereas a console with a controller (halo wars as an example) has you go from, one group to one group to the other group, scrolling through them...
I never said that this was worse than the console control scheme. What I said was that it is lacking compared to the standard mouse and keyboard control scheme.

As for your hand comment, that sounds neat. Still, there are countless commands that the gesture could stand for (and it can't stand for all of them either). In the video, the player had to use the Attack button on the interface to order his units to attack, which is awkward and slow. Also, having hotkey buttons on the screen is not an adequate replacement, beacuse, agaim, touchscreens lack tactile feedback (plus, you don't have any replacement for the command and unit hotkeys either).

Also, while we are on the subject, I also realised two other downsides of a touchscreen control scheme:

- The minimap is one of the most vital tools in an RTS game. Any player worth his salt will pay constant attention to it, to see what is going on across the entire battlefield, and to also be able jump to a certain location if necessarry. But since the minimap has to be small in order to not take up too much space, you need to be able to precisely pinpoint the exact location you want the main screen to jump to. With a touchscreen, this is not possible, beacuse human fingers are big and stubby compared to a mouse pointer. Touchscreens in general are not built for precision, hence why touchscreen-based devices either have some sort of physical pointer or they have larger buttons to compensate. Which brings me to another point...

- In an RTS, it is important to have a clear view of what is going on on the screen at all times and that you see as much as possible. This is why RTS games always strive to have a streamlined and minimalistic UI, so that the player has all the information he needs at his disposal without it being in the way. With a touchscreen, this becomes a serious issue, beacuse the buttons have to be much larger, thus taking up precious screen space.

But even if the buttons weren't a problem, there will always be one thing cluttering your view....your own hands. Beacuse you have to actually press on the screen to issue commands, your hands will always cover a part of the screen from your view. In a game where noticing something in split second timing is important, that is a preety enormous drawback. It makes unit control far more difficult than it needs to be (and as I said, unit control is everything in WarCraft III).

As I said, as an experiment, this was a neat little exercise. However, it is far too lacking in practical terms to be useful. If you honestly think this would be an adequate replacement to the mouse and keyboard control scheme, you are sorely mistaken.
 

Mr.SunShine

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Tom Phoenix said:
Mr.SunShine said:
*sigh*
I completely disagree that strategy is something you fix in your head before a fight because if your defending cooridnate x and the enemy attacks coordinate y you aren't going to go "d'oh well, i gotta stick to my strategy" NO! you will reallocate some or all of your forces! CHANGING! your strategy!
...That's not strategy. That is tactical manouvering. Holding location x or moving to location y isn't a strategy. It can be a part of an overall strategy, but is not a strategy in itself.

Strategy is your long-term plan as to how you intend to achieve victory. It focuses on the overall picture and not just a part of it. Simply put, strategy is the method with which you plan to achieve victory or success while tactics is the implementation of said method into practice.

and i also disagree with "he quite literally had to click on the attack button" well yes and no. i showed this to a buddy of mine and he noted that one hand seems to change the meaning of the other, Like if you hold one finger on the screen and drag the other hand acrossed that is a different action than just dragging your hand accrosed...
Also yes not being able to select certain groups with a 1 2 3 of the keyboard would be bad BUT, they display it on the screen for you to click there.. whereas a console with a controller (halo wars as an example) has you go from, one group to one group to the other group, scrolling through them...
I never said that this was worse than the console control scheme. What I said was that it is lacking compared to the standard mouse and keyboard control scheme.

As for your hand comment, that sounds neat. Still, there are countless commands that the gesture could stand for (and it can't stand for all of them either). In the video, the player had to use the Attack button on the interface to order his units to attack, which is awkward and slow. Also, having hotkey buttons on the screen is not an adequate replacement, beacuse, agaim, touchscreens lack tactile feedback (plus, you don't have any replacement for the command and unit hotkeys either).

Also, while we are on the subject, I also realised two other downsides of a touchscreen control scheme:

- The minimap is one of the most vital tools in an RTS game. Any player worth his salt will pay constant attention to it, to see what is going on across the entire battlefield, and to also be able jump to a certain location if necessarry. But since the minimap has to be small in order to not take up too much space, you need to be able to precisely pinpoint the exact location you want the main screen to jump to. With a touchscreen, this is not possible, beacuse human fingers are big and stubby compared to a mouse pointer. Touchscreens in general are not built for precision, hence why touchscreen-based devices either have some sort of physical pointer or they have larger buttons to compensate. Which brings me to another point...

- In an RTS, it is important to have a clear view of what is going on on the screen at all times and that you see as much as possible. This is why RTS games always strive to have a streamlined and minimalistic UI, so that the player has all the information he needs at his disposal without it being in the way. With a touchscreen, this becomes a serious issue, beacuse the buttons have to be much larger, thus taking up precious screen space.

But even if the buttons weren't a problem, there will always be one thing cluttering your view....your own hands. Beacuse you have to actually press on the screen to issue commands, your hands will always cover a part of the screen from your view. In a game where noticing something in split second timing is important, that is a preety enormous drawback. It makes unit control far more difficult than it needs to be (and as I said, unit control is everything in WarCraft III).

As I said, as an experiment, this was a neat little exercise. However, it is far too lacking in practical terms to be useful. If you honestly think this would be an adequate replacement to the mouse and keyboard control scheme, you are sorely mistaken.
Mind you, I completely agree with you! I was just pointing out that there are better ways than the console, Yes it is much worse than the mouse and keyboard but it is also just what you pointed out. an experiment. a test. an alpha. an idea. a THOUGHT none of these you might have noticed are FINAL products. i see that your complaints can be very easily assuaged by a change of resolution. and if the mini map is so important in RTSs then wouldn't any developer worth his salt make it easily accesible? workable?

I can't really argue with you since the only RTS i really ever played was red alert 2 yuri's revenge. but as i remember the minimap had a SQUARE box showing you what you were looking at. it seems to me that if you wanted to go somewhere on the minimap it wouldn't have to be very precise. Also, in my freakish habit of mine.

Strategy
4. a plan, method, or series of maneuvers or stratagems for obtaining a specific goal or result: a strategy for getting ahead in the world.
So i see a series of maneuvers as moving troops from point A to B to defend C

And yeah yeah "If you aren't covering coordinate Y then you're a damned fool and deserve whatever defeat you get!" That wasn't my best example ok? i was typing fast and not thinking much. regretting it by the second. but at the least the argument is fun. at least there is no realy HATRED or anything. unless you have a VERY good text poker-face...