Hey? Has anyone ever said WoW was an RTS game?megarik said:I think that an good exemple for the term RTS is empire earth and supreme commander but bloodline champions is in my opinion not an RTS but world of warcraft defently not.
Absolutely. It vexes me people don't try to emulate the tactical nature of Homeworld. It truly is one of a kind.thaluikhain said:Well, I did say "most". There are, of course, exceptions, but you'd agree that it holds true for many, if not most RTS games?Raiyan 1.0 said:I would have to disagree with that, and point at my favorite RTS, Homeworld.
I don't consider it strategy because whenever you go online it's either zerg rush, zerg rush, or zealot rush. There's no strategy in that at all.thaluikhain said:I think the problem is that in most RTS, units shoot equally well in all directions at all targets within range, regardless of what is between them. It also doesn't tend to matter which direction incoming fire is coming from. Walls don't provide cover for units hiding behind them, they merely stop certain units walking through them. As long as everything is within range of everything else, it doesn't matter how they are deployed.CloudFir3 said:Can not disagree with you more. There are PLENTY of flanks in Starcraft. Almost every top pro games have battles that engage in flanks and pincer maneuvers. Even strategies such as breaking off the main army into smaller sections to easily handle them is common place (sentries forcefields). Engaging and holding strategic locations on maps, and surprise attacks with the use of drop ships are also in the great majority of games. Sun Tzu wrote in the Art of War, attack with a separate force to distract the enemy from your main force's objectives, and drop ship plays are indicative of this. If this is not strategy to you, then I don't know what is.bl4ckh4wk64 said:The most important factor in an RTS is the ability to flank enemy units. Thus, Starcraft is not an RTS, it is a game of Rush from an eagle eye perspective.
Admittedly, yes, you can still flank units to some degree, but it's not as effective as it is in real life.
well use strategy to defend against rushes. In leagues over gold its really hard to rush people and you actually have to make an economy and make an army and control them to defeat the other enemy.bl4ckh4wk64 said:I don't consider it strategy because whenever you go online it's either zerg rush, zerg rush, or zealot rush. There's no strategy in that at all.thaluikhain said:I think the problem is that in most RTS, units shoot equally well in all directions at all targets within range, regardless of what is between them. It also doesn't tend to matter which direction incoming fire is coming from. Walls don't provide cover for units hiding behind them, they merely stop certain units walking through them. As long as everything is within range of everything else, it doesn't matter how they are deployed.CloudFir3 said:Can not disagree with you more. There are PLENTY of flanks in Starcraft. Almost every top pro games have battles that engage in flanks and pincer maneuvers. Even strategies such as breaking off the main army into smaller sections to easily handle them is common place (sentries forcefields). Engaging and holding strategic locations on maps, and surprise attacks with the use of drop ships are also in the great majority of games. Sun Tzu wrote in the Art of War, attack with a separate force to distract the enemy from your main force's objectives, and drop ship plays are indicative of this. If this is not strategy to you, then I don't know what is.bl4ckh4wk64 said:The most important factor in an RTS is the ability to flank enemy units. Thus, Starcraft is not an RTS, it is a game of Rush from an eagle eye perspective.
Admittedly, yes, you can still flank units to some degree, but it's not as effective as it is in real life.
The strategy comes in how those rushes are integrated into your overall game plan. Some players use rushes as a 'be all, end all' tactic, but they won't be competitive against stronger players who know how to counter them because they don't know how to integrate rushing into a long-term strategy. Better players may rush as a tactical maneuver. Say, X wants to fast expand, so X puts early pressure on Y, so he can buy more time to build an expansion. The plan isn't to end the game by rushing, but to put the opponent in a defensive mindset, so he doesn't go on the offensive.bl4ckh4wk64 said:I don't consider it strategy because whenever you go online it's either zerg rush, zerg rush, or zealot rush. There's no strategy in that at all.
No, nooo, another individual who has forgotten or never knew that WoW was a spinoff of a long running series, nooooooooooooooooo!megarik said:I think that an good exemple for the term RTS is empire earth and supreme commander but bloodline champions is in my opinion not an RTS but world of warcraft defently not.
Only under the definitions being used in this thread. RTS is a generally accepted genre, but RTT is something made up, apparently in this thread, by people who aren't happy that modern RTS games are on a smaller scale than the older ones. The words "tactical" and "strategic" are military terms which define the scale of an operation, and while they can be used to describe the scale of an individual game within a specific a genre, they don't define the genre itself. That would be the actual mechanics.Meltyman said:so if i try to sum this up.
RTS means a game that has lots of different ingame tactics to take care off: buildings, mass units, different rescources.
RTT means a game with few tactical elements and focusing mainly on one to couple of controlled units: less hectic controlling of the units (main focus on fewer units), no building construction, "resources" (gold, mana).
WORLD of Warcraft is not an RTS. It's an MMORPG. I think you're referring to Warcraft 1, 2 and 3; which ARE RTS games.megarik said:I think that an good exemple for the term RTS is empire earth and supreme commander but bloodline champions is in my opinion not an RTS but world of warcraft defently not.