FourCartridge said:
IMO I think the focus on micromanagement is a bigger problem. From someone with low APM, it is kind of frustrating to lose a match cause of slow hands and not worse tactics. I want to command a battle, not babysit Marines all the time.
This. It's why I detest trying to play Starcraft at any kind of ladder level.
The biggest difference, regardless of base building, is resource collection. There are two ways to do it, Starcraft style active resource collection or CoH style passive resource collection. Passive collection doesn't require a base building or any dedicated unit. Active collection requires a main building and units to do the mining. Passive collection can, of course, be boosted by doing certain things, either controlling territory or by building outposts(minor, weaker buildings). Passive resources can't run out, but the impact of having a lot of territory can be dulled by units requiring upkeep. The more territory you have, the larger the army required to hold that territory, the higher your upkeep. It's a balancing act. I much prefer passive resource collection as it requires less micromanagement. It's one less thing you need to think about and can allow for more developed tactical systems. It's why Starcraft doesn't have units EVER disobey commands and all units fight at maximum effectiveness(barring an enemy debuff) until their HP runs out completely, CoH has the possibility of vehicle modules getting damaged, infantry getting pinned down, and a cover system for infantry, and the Total War series has the best tactical combat of any RTS, with any of a dozen factors effecting combat effectiveness at any time. Seriously, I've never had another game make me consider the terrain, the weather, how close my general is, the state of the unit(tired or fresh), being in the snow or the woods on top of the usual unit type and their stats.