I appreciate what BHG is trying to do with RoN - a RTS with some depth and strategy. And what they see as the two biggest problems are that battle is about attrition and numbers instead of tactics and that the faster player with some plan will almost always win because he can 'rush' his troops to the hotspot faster than the losing player. So they want to try and counter these two things with a series of game options and designs to add strategy.
Again, let me say that I appreciate this effort and wish it would succeed. And depending on how army formations work and terrain elevetion factors into battle, tactics might become more important in winning battles. Likewise, the uses of cities and territories may also aid to slowing down rushes because it will force a more methodical thought out game. So hopefully a few of these problems will be addressed and fixed.
That said, I fear the worst with the limits to when battles can begin. In my mind, there is no good way for this to work. In fact it is going to make rushing worse in my opinion just for other things. Here is why:
Lets say that you cannot start war until the invention of gunpowder (an example used in one of the interviews). So your about to play a MP game and you want to beat your friend. You know that war will not start until gunpowder. So you know until either of you get gunpowder you are safe. This safety zone is something that if you are a smart player you can exploit. For one, you know you do not need to build a very big military during this safe zone. Instead you can build scouts to get the lay of the land to figure out your invasion tactics and you can build some defense fortresses, but mainly you can invest in your cities, in researching new technologies and infrustructure that will make you stronger than your opponent. In essence, you are going to use the safe period to get ready for war.
The quicker you are as a player, the faster you can build up. You will be rushing to make it to gunpowder. With an effective plan, you will have a good infrastucture to immediately build up a strong army right before your discovery of gunpowder and launch your invasion just when you acquire the technology. Then just as your friend is trying to fight off your attack, you launch another with your recently constructed units using the new technology that is supperior than anything he has had time to construct and game is over. Yes war could not start until half way through the game because of an artificial limit, but rushing still took place. It was simply a rush to get that limit. As soon as the limit was reached, the war began and the one that rushed faster won. It will happen every time. Sure, maybe one player will be able to simply rush to build the proper defenses and ward of such an attack and then let the game go for a while letting both build up before attacking. But why? If you are able to rush fast enough to build the suitable defenses, then you will have the army to immediately launch a counterattack and destory your enemy that used everything they had to win the war fast. So in the end the one that rushed better will win.
This is different than a game without a limit on rushing. In this game, you cannot expand too fast or simply rely on building infrastucture too much at the start. There always a threat of an attack to prepare for. On the other side of things if you invest at the start in a rush and it fails than you are screwed. What I mean is that if your opponent can defend against it than he has the infrastucture to rebuild quickly and send a more formidable force than you can defend against because you did not build a suitable defense. So a failed rush means that you are doomed, which leads to a strategic game of consequences for each decision. This is how RTS works, it is a series of quick decisions with consequences. Each one (if the game is good) has a way to be beaten such as in StarCraft where the Zergs tended to be used as rushers but both the Humans and Protoss had suitable defenses for this type of attack. If you fail on a rush you are out of the game.
So why is it bad for RoN to have this limit? As I see it, they are taking out any reason not to heavily invest in infrastucture. It is simply going to be a race to see who can build up the biggest cities and construction sites so that when the proper technology is acquired to wage war then those with the biggest factories will be able to churn out the biggest forces. Rushing will not be stopped as BHG would like us to believe, instead it will resurface in a different way. One that I fear will be worse. Because there will be no counter, there will be no consequence. You will have to rush yourself to building the bigger infrastucture and get to the technology yourself to defend yourself. And there will be no way to attack before your opponents plans are ready. In the end the artificial limit on when one can attack will hurt the game.
Again, let me say that I appreciate this effort and wish it would succeed. And depending on how army formations work and terrain elevetion factors into battle, tactics might become more important in winning battles. Likewise, the uses of cities and territories may also aid to slowing down rushes because it will force a more methodical thought out game. So hopefully a few of these problems will be addressed and fixed.
That said, I fear the worst with the limits to when battles can begin. In my mind, there is no good way for this to work. In fact it is going to make rushing worse in my opinion just for other things. Here is why:
Lets say that you cannot start war until the invention of gunpowder (an example used in one of the interviews). So your about to play a MP game and you want to beat your friend. You know that war will not start until gunpowder. So you know until either of you get gunpowder you are safe. This safety zone is something that if you are a smart player you can exploit. For one, you know you do not need to build a very big military during this safe zone. Instead you can build scouts to get the lay of the land to figure out your invasion tactics and you can build some defense fortresses, but mainly you can invest in your cities, in researching new technologies and infrustructure that will make you stronger than your opponent. In essence, you are going to use the safe period to get ready for war.
The quicker you are as a player, the faster you can build up. You will be rushing to make it to gunpowder. With an effective plan, you will have a good infrastucture to immediately build up a strong army right before your discovery of gunpowder and launch your invasion just when you acquire the technology. Then just as your friend is trying to fight off your attack, you launch another with your recently constructed units using the new technology that is supperior than anything he has had time to construct and game is over. Yes war could not start until half way through the game because of an artificial limit, but rushing still took place. It was simply a rush to get that limit. As soon as the limit was reached, the war began and the one that rushed faster won. It will happen every time. Sure, maybe one player will be able to simply rush to build the proper defenses and ward of such an attack and then let the game go for a while letting both build up before attacking. But why? If you are able to rush fast enough to build the suitable defenses, then you will have the army to immediately launch a counterattack and destory your enemy that used everything they had to win the war fast. So in the end the one that rushed better will win.
This is different than a game without a limit on rushing. In this game, you cannot expand too fast or simply rely on building infrastucture too much at the start. There always a threat of an attack to prepare for. On the other side of things if you invest at the start in a rush and it fails than you are screwed. What I mean is that if your opponent can defend against it than he has the infrastucture to rebuild quickly and send a more formidable force than you can defend against because you did not build a suitable defense. So a failed rush means that you are doomed, which leads to a strategic game of consequences for each decision. This is how RTS works, it is a series of quick decisions with consequences. Each one (if the game is good) has a way to be beaten such as in StarCraft where the Zergs tended to be used as rushers but both the Humans and Protoss had suitable defenses for this type of attack. If you fail on a rush you are out of the game.
So why is it bad for RoN to have this limit? As I see it, they are taking out any reason not to heavily invest in infrastucture. It is simply going to be a race to see who can build up the biggest cities and construction sites so that when the proper technology is acquired to wage war then those with the biggest factories will be able to churn out the biggest forces. Rushing will not be stopped as BHG would like us to believe, instead it will resurface in a different way. One that I fear will be worse. Because there will be no counter, there will be no consequence. You will have to rush yourself to building the bigger infrastucture and get to the technology yourself to defend yourself. And there will be no way to attack before your opponents plans are ready. In the end the artificial limit on when one can attack will hurt the game.
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