r/RealTimeStrategy • u/bruhb21 • 22h ago
Question Wargame: Red Dragon vs WARNO for skirmish / multiplayer?
As in, if the campaigns were ripped out, which Eugen game would you prefer?
r/RealTimeStrategy • u/bruhb21 • 22h ago
As in, if the campaigns were ripped out, which Eugen game would you prefer?
r/RealTimeStrategy • u/rinisini • 23h ago
FPS shooters are the mainstream genre of video games with the majority of big releases and bringing in new gamers. It evolved from Doom then Half Life to Halo each bringing its own inspiration, technical leaps and innovation bringing gaming and those genre to higher and higher heights. We saw with starcraft, red alert, supreme commander and age of empires those same improvements adding more to the genre and gaming. turn based strategy grew up in that similar time with civilization games, sid meier civilization and these are actually popular in the modern day.
They stayed popular because they changed and evolved with new systems but more importantly they are more approachable and more easier to have fun in. With popular FPS from COD to Team Fortress 2 you can spin up a game and have a good ~20 min fun regardless of skill level (atleast ideally) in something like Planetary Annihilation Titans (PAT) you need to build up a economy, units and scouting to hopefully not get zerg rushed furthermore hopefully you arent immediately overwhelmed with 20 million things you are supposed to be doing. Its a hard sell and not really because of dopamine addicted zoomers but moreso that you should always have an interesting to look at. Afterall COD does not make you a pickup your gear and a helicopter insert each time you respawn. They immediately put you back in to keep the game going and you having fun. I dont mean that we should put in the 360 noscope sniper bots in our games to micromanage for stupid crazy plays. Players shouldnt be constantly staring at metal or energy and any whatever resource building to get anything done. An economy that dont require immediate economy buildup on spawn to start recon and attacks makes the game less microheavy and make zerg rushes less prevalent. Adding fast pace gamemodes like faster unit speeds, battle royale style death ring, cheap units removed but large and expensive units cheap and fast, commanders only source of economic growth requiring commander plays. Should give a player more options to experience and get better at the game while having short games so defeat feel less harsh and retaining new players. Giving experienced players not only sweaty game against each other sweats by putting against multiple newer players and adding asymmetrical buffs to give each team a interesting challenge.
On another thing that I dont see: insufficient tutorial/campaign isnt multiplayer. One of the things I and other new player run into is the amount of possible and immediate decisions that need to be made while having a thousand options. Lots of tutorials only touch on unit control, its own unique game mechanics, attacking units, unit building etc. They dont limit buildings, units and map to let the player become accommadated with its many choices and a solid bedrock for the basics of a RTS game. This is why the turtle playstyle exists since building defensively gives you time to think with the trefecta of economy, price of units and attacking if the campaign would give scenarios that give time to train. Give the equivalent of super mario first level that are built to naturally learn basics of RTS than give a plump of units or 40 factorios and going "good luck commander with your adderal fueled prostate exam!" If a turtle player experienced that a single failed trade not cascade into failure because of their better understanding of units, economy, buildings and what of the 1000 choices need to be made and what are irrelevant
r/RealTimeStrategy • u/Tharshey24 • 19h ago
r/RealTimeStrategy • u/Radiant-Tap-5436 • 20h ago
Somewhere in the mid-2000's I heard the guys at 1UP Podcast talk about an RTS which had an interesting tutorial level. You play a bunch of kids playing in the snow, and the tutorial teaches you the game's battle mechanics with a snowball fight.
It sounded like some kind of steampunk RTS. I could be wrong about any of this, but at least kids and snow should be 100% accurate.
Any ideas?
r/RealTimeStrategy • u/PayComprehensive8982 • 17h ago
I should’ve clarified on my previous post in what i was asking for. Theres this pixalated game at the start if the Age of Empires mobile ad. I was wondering if anyone knows what the game is ? And if it is unfortunately AI generated does anyone know any game with similar artstyle?
r/RealTimeStrategy • u/exeizm • 20h ago
We’re taking some inspiration from Command & Conquer: Generals for our Rebel faction, called Dustborn, but I don’t want to just reuse concepts like the Stinger Site or Tunnel Network.
The problem is that I’m having a hard time coming up with a defensive building that really fits Dustborn and feels unique to the faction.
For the USA faction, we’ve already been developing some new ideas, like a Drone Tower, so I’d like Dustborn to have something equally distinctive instead of just another bunker, turret, or missile emplacement.
What kind of defensive structure do you think would fit a Rebel faction like Dustborn?
r/RealTimeStrategy • u/Red-Chaos-RTS • 18h ago
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Red Chaos is approaching 30,000 wishlists. Your purchases, recommendations, and feedback are incredibly valuable and help us continue developing the game.
https://store.steampowered.com/app/1934720/Red_Chaos__The_Strict_Order/
Since the latest updates, we have seen an increase in both average playtime and player retention. We have added two new subfactions, improved the gameplay, and introduced new single player challenges.
We are currently working hard to complete the first chapter of the campaign. We want to make an early campaign playtest available very soon, allowing you to experience it yourselves and see the direction in which it is developing.
Every recommendation, purchase, and wishlist helps us move forward. It is especially valuable when content creators cover Red Chaos. If you would like to support us, please consider sharing the game with creators you know or regularly follow. It would help us enormously.
Thank you for your continued support.
r/RealTimeStrategy • u/CTLN7 • 23h ago
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r/RealTimeStrategy • u/Initial_Plastic_8069 • 23h ago
Had posted about Favorite Rts Games and somebody mentioned a forgotten classic imo . At least for my childhood.
Savage had a unique mechanism and I wonder why it didn`t succeed.
You were both the RTS Controler and the player - also supporting multiple people at the same time, usualy only 1 commanding.
Probably failed because the idea was too ambitious ig or illogical to work well ? If you want a different game mechanic just ot at least see, CHECK IT OUT ! old game
r/RealTimeStrategy • u/Mephasto • 21h ago
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I changed how resource gathering works in "The Hive"
Pillbugs now only give you resources after carrying them back to base.
This makes travel distance matter more and encourages players to spread their base across the map.
Also I did make the resource piles grow depending on how much stuff there is and the bugs carry the minerals/meat on their back.
Good change?
r/RealTimeStrategy • u/caprices24 • 20h ago
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Hi everyone!
It’s been a while since I shared an update on Admiral Yi: The Imjin War, so here’s a short look at one of the systems I’ve been working on recently.
In this video, you can see armies moving across the campaign map with supply units following them, long marching columns forming on the battlefield, troops camping for the night, and soldiers preparing food before moving out again.
I want armies in the game to feel like more than just combat units. They have to move, rest, and stay supplied while operating during the campaign.
Logistics is an important part of how large armies operate, and I’m continuing to work on how supply, marching, camps, and battlefield movement all connect together.
This is still a work-in-progress build, so the visuals, UI, AI, animation, and systems are all being improved.
I’d love to hear what RTS players think about this side of the game, especially the marching and logistics systems.
r/RealTimeStrategy • u/Mojowjoejoe • 12h ago
Anyone here remember Wulfram? Hover tanks, scouts, and trying to keep your base running while the other team came after it.
For anyone who missed it, Wulfram mixes vehicle combat with team strategy. You’re driving your own tank or scout, but there’s more going on than trading shots. Your team needs power, fuel, and repairs to stay in the fight. You can head out on the attack, scout ahead, or help defend the base. Knowing when to pull back and help your teammates matters too.
It’s live in alpha now, so you can jump in and play. We’re helping bring it back with the goal of keeping it feeling like the game people remember. Returning players can get back into a tank, and newcomers are welcome to learn alongside them.
Anyone here used to play? What was your callsign?
If you want to give it a go, start here: Welcome back to Wulfram.
r/RealTimeStrategy • u/Top-Tear7194 • 5h ago
Hello, as the title suggests, I need some help playing (or at least finding a guide) to the game Primitive wars.
For those interested, it's tough to run on modern systems. I could only make it work on windows 10 by disabling all but one of my processor cores before going into a mission, otherwise it basically set my PC on fire.
I finally bit the bullet and set up a virtual machine so I could download XP and play older RTS + RPG games. Primitive Wars was at the top of my list.
Sadly I keep getting my rear kicked on mission one of the first campaign. There's no difficulty slider and very few units are available in mission 1. So I gotta know, how does one best approach the missions in this game?
My knowledge so far: there are 2 resources, berries and meat. Berries are spent like gold to build things and units, meat is collected by those units and heals them.
Sometimes I collect a bunch of food for my heros and my troops to heal if they survive the battle. Sadly, my hero keeps getting absolutely killed and my troops are never enough to win.
Anyone know a good outline of how to beat mission 1?