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Re:The Future of RTS by gamegoblin on Saturday December 26, 2020 @08:04PM (#25547867)
Something that isn't significantly touched on here that most RTSes neglect is physical logistics. That is, actually getting resources from the point of collection to the point of consumption.

In most RTSes, once you collect resources they essentially go into a magic resource counter in the cloud. You can collect wood on one side of the map, and instantly create a building with that on the other side of the map.

I would be really interested in playing an RTS that focused much less heavily on variety of combat, and much more heavily on variety of logistics.

Imagine a game where you had to shuttle food to your army to keep it fed, or physically bring stone to a construction site to build a castle, and you had to physically stockpile resources in vulnerable depots that would become targets of enemy raids.

You'd have to do a lot of design work to make the ergonomics of setting up the logistics infrastructure not incredibly tedious, but I think it could be done.

The closest RTS I have seen to this is probably the Warrior Kings series which was definitely ahead of its time in many ways.

Re:The Future of RTS by pmoriarty on Saturday December 26, 2020 @08:34PM (#25548041)
"I would be really interested in playing an RTS that focused much less heavily on variety of combat, and much more heavily on variety of logistics."

You've basically just described Factorio, which is all about logistics.

I strongly encourage you to give it a try, not only because of this, but because it is one of the greatest games ever made -- especially when played with mods, which make it 100 times better than the vanilla game (which by itself is fantastic).

You have sooo many options on what to do and how to do it in Factorio, it puts most other games to shame just by that alone.

I could go on about how great Factorio is.. for hours.. but I won't because there are plenty of other Factorio threads on HN that do just that.. so don't take my word for it, but read some of those threads instead.. or just do yourself a favor and play it already! If you're interested in logistics I don't see how you couldn't love Factorio.

Re:The Future of RTS by Lammy on Saturday December 26, 2020 @09:07PM (#25548208)
OpenTTD has something like this, but it’s off by default: https://wiki.openttd.org/en/Manual/Passenger%20and%20cargo%2...
Re:The Future of RTS by unixhero on Sunday December 27, 2020 @03:16AM (#25549654)
This might seem silly, but even as a grown man, Factorio scares me. It seems line it could be a trigger to fall into a deep chasm of aspberger like focus for weeks.
Re:The Future of RTS by maccam94 on Sunday December 27, 2020 @08:18AM (#25550813)
I've found that it engages the same parts of my brain as writing software, and I only have a limited amount of time each day that I'm able to focus on either activity. So to some degree it is self-balancing, but it's also possible to lose 4-6 hours while playing it if you get in the zone.
Re:The Future of RTS by hombre_fatal on Sunday December 27, 2020 @09:22AM (#25551210)
This is why I could never get into it nor Zachtronics games. Just feels like work.
Re:The Future of RTS by AnIdiotOnTheNet on Sunday December 27, 2020 @10:28AM (#25551646)
Honestly I think Zachtronics games are much better for this because they have discrete levels. You have many places you can just stop, and each level has a pretty solid definition of "optimal" (for whichever metric you're optimizing for), so you can actually be done with it.

Factorio presents a significantly more complex problem at a vastly increased scale.

Re:The Future of RTS by AnIdiotOnTheNet on Sunday December 27, 2020 @10:25AM (#25551617)
It depends on your personality type I guess. Personally, while I did get addicted to it I never actually enjoyed playing it and was all too eager to put it away forever as soon as I launched my first damned rocket [0].

Players who get way into Factorio see that as the beginning of the game, some 40hrs after starting in my case. If the idea of playing essentially a 40hr tutorial doesn't make you want to run away then Factorio might be for you.

I prefer Dwarf Fortress if I want to make large swaths of time disappear, personally... though I haven't played that in many years come to think of it. I guess as I approach 40 and my awareness of my own mortality increases I care less for making time disappear.

[0] I think pushing robotics much earlier in the tech tree may have made it more enjoyable for me, and there are mods for that, but I never paly a modded game until I've experienced it as it was intended and by that point I didn't want to pay more of that damned exercise in complexity-fetishism.

Re:The Future of RTS by Tade0 on Sunday December 27, 2020 @07:06AM (#25550475)
I haven't bought it yet for this exact reason.
Re:The Future of RTS by m463 on Sunday December 27, 2020 @03:29AM (#25549700)
This is a valid concern. I'm glad that when I launched a rocket, and upgrades became n->∞ that I unwound from the game.
Re:The Future of RTS by Aeolun on Sunday December 27, 2020 @05:25AM (#25550117)
Probably not weeks, but a week for certain.
Re:The Future of RTS by AlphaSite on Sunday December 27, 2020 @12:50AM (#25549163)
Also there is an RTS which all about economics, Offworld Trading Company.
Re:The Future of RTS by rcxdude on Sunday December 27, 2020 @07:13AM (#25550513)
True, though logistics is not a particularly deep part of it (basically the only logistics part is the further you're transporting stuff the more you'll use of a particular resource, and there's one technology which just removes that cost).
Re:The Future of RTS by ryandrake on Sunday December 27, 2020 @01:56PM (#25553316)
I almost really liked Offworld Trading Company, but I feel 1. there aren't enough ways to win as an underdog, and 2. the devs punted on the end-game.

The outcome is too momentum-based. Once a player builds a solid early game lead, there is pretty much no way to stop them. There aren't really any offense tactics besides monopolizing resources, which pretty much has to happen early on. The various "black market" sabotages are pretty weak and expensive. None of them will stop a late game player with momentum. It feels like your starting position and the decisions you make in the first 1-2 minutes of the game pre-determine the outcome 30 minutes later--which is boring.

The stock trading system (which is ultimately the only way to win) is simplistic and just not a satisfying way to end the game. You're sitting there trading, making tons of money, doing everything right, then suddenly Game Over--someone had more money and decided to buy you out, which you can't defend against, even if you pre-buy all your own stock. You get a warning a few seconds before it happens (the red percentage number next to your opponent) but there's literally nothing you can do to stop them.

Re:The Future of RTS by billfruit on Sunday December 27, 2020 @10:48AM (#25551775)
More than Factrio, the logistics of combat I think is better handled in "Foxhole", but I am hearing that the community around it is slowly getting smaller.
Re:The Future of RTS by jiggawatts on Sunday December 27, 2020 @01:15AM (#25549260)
What mods do you recommend for Factorio?
Re:The Future of RTS by pmoriarty on Sunday December 27, 2020 @02:38AM (#25549531)
I'd actually recommend you play your first full game modless (plain vanilla).

That should give you a feel for what the vanilla game is like, and what you like and don't like about it, so you'll be in much better shape to make your own decisions as to which mods look interesting or useful to you.

Then I'd experiment with mods to find out which one you like or not. Some of the most popular mods are probably not too bad to start with (as long as they're not full game overhaul mods or ones that add a ton of content, as those will almost certainly be completely overwhelming for a newbie.. they can be overwhelming even for advanced players).

Also, I'd start with just a single mod or two, and learn how to use those before adding more. It's easy to go mod-crazy, but that's useless unless you actually know how to use them. So learn a mod or two at a time, and then get a couple more.

There are usually videos on at least the most useful and popular mods out there, so those should be of great help in learning how to use them... but nothing beats trying them yourself.

For me personally, the top three absolutely essential mods are Fill4Me, Squeak Through, and Todo List. Don't expect to be blown away by these mods.. they're very small and very simple utility mods.

These days I actually play with hundreds of mods, so the three above won't even give you a small taste of what's possible.. they just cure a couple of annoyances, and add a tiny bit of useful functionality that I personally can't live without. But sooo muuch more is possible!

Re:The Future of RTS by jiggawatts on Sunday December 27, 2020 @05:08AM (#25550066)
I'm most definitely not a "first time player" with 566 hours sunk so far!

I did try Bob's and Angel's, but I found the formulas so nonsensical that it broke the "immersion" for me.

I think I'd be more interested in a mod that added something that fits the game world and just... extended it a little. E.g.: adding aluminium and titanium, not 50 new raw materials that inter-convert into each other in absurd ways -- loops even in some mods!

E.g.: One thing that feels "not fleshed out enough" in the vanilla game to me is the infrastructure related to nuclear power. The centrifuges have no use other than nuclear enrichment and related processes. The heat pipes can only be meaningfully used with nuclear reactors. Etc... Similarly, you never need to use circuit networks, the back-pressure from the belts alone is sufficient to achieve the desired throughput.

Re:The Future of RTS by Macha on Sunday December 27, 2020 @06:58AM (#25550447)
If you're looking for a vanilla+ style mod rather than some of the more dramatic overhaul, I'd suggest Krastorio 2. It adds 3 new science packs and some tweaks along the way that fit into the vanilla feel pretty well for me.

It does tweak nuclear a little, giving you a way to use reprocessing side projects for fusion power near the later part of the tech tree.

In terms of circuits, the one area in which I always use them is to control oil refining so I didn't end up capping on heavy/light oil but also didn't turn it all into petrol and leave myself without the resources to make lubricant or rocket fuel.

Space Exploration pretty much forces you to use circuits too in controllijy what goes to your space stations/other planets but it's a long mod with most of the content basically starting after a full vanilla playthrough

Re:The Future of RTS by m463 on Sunday December 27, 2020 @03:35AM (#25549733)
I've always shied away from mods in games. I vaguely recall playing a game and finishing it, then I tried it with some cheat code and all of a sudden the game became completely meaningless. There's something very important tied into the struggle and limitations.

On the other hand, I think things like keybindings and mods that fix problems are probably ok (personally).

Re:The Future of RTS by drchickensalad on Sunday December 27, 2020 @09:19AM (#25551188)
In my experience modding every popular game to death, the most beloved and generally popular overhaul mods make the game significantly harder or more complex.

Factorio: Bob's mods, Angel's mods

Minecraft: Literally every tech mod, most magic

Skyrim: Requiem

Fallout 4: Horizon

Re:The Future of RTS by _1100 on Sunday December 27, 2020 @02:16AM (#25549453)
If you haven’t launched a rocket in the base version, then I strongly recommend no mods, while avoiding any videos or premade blueprints.

Then go watch videos and do it again, but much faster.

Then if you’re still playing, you obviously have time to kill so go play Industrial Revolution 2, space exploration, and bobs mods on their own for a whole new experience.

Re:The Future of RTS by pmoriarty on Sunday December 27, 2020 @02:56AM (#25549593)
"Industrial Revolution 2, space exploration, and bobs mods"

Just so people know what they'll be getting in to with these mods: they add a ton of content and make the game much, much longer... which is great, if that's what you want.

But maybe you prefer more combat, or less combat.. or something that's focused on giving you some particular technology or technologies, or a dozen other ways to approach the game.

Also, many of my own favorite mods don't actually add much if any content at all, but are utility mods, which make certain parts of the game more manageable or more flexible... like train management mods.

Re:The Future of RTS by nindalf on Sunday December 27, 2020 @04:52AM (#25550008)
If you want Steam achievements, don’t play with any mods. I played with just one - bottleneck. It adds a tiny icon on each building to show you if it’s bottlenecked or not.
Re:The Future of RTS by Zandikar on Tuesday January 05, 2021 @10:24AM (#25646437)
I'm 4000 hours deep into factorio, been playing since I think v0.13? Whenever it first hit steam in 2015.

QoL mods:

- Long Reach: Highly recommended if playing on >1080p res display

- Squeak through: Once you start laying pipes for fluids this becomes an essential mod for moving about your base

- Even Distribution: Evenly distributes items when you click drag to fill multiple entites with items, eg furnaces with fuel

- EvoGUI: Simple display overview for keeping track of biter evolution and basic environment info.

- Vehicle Snap: Makes it easier to align to a given cardinal direction

- Blueprint Extensions mod (Continued): Get the Continued flavor for version >1.0 compatibility. This mod gives some basic tools such as mirroring or rotating blueprints, very useful.

- Bottleneck: shows a simple colored dot over some entities to show if it's input starved, output limited (overfull), or running normally. Makes it easy to see at a glance what is backing up in sections of your base.

- FNEI: Want to know how to make something, or what use a certain item has? this simple mod shows how anything inthe game is made, or everything it can be used in. Also has great mod support, even full conversion mods.

Conversion/Gameplay Changing mods:

- Bobs And Angels modsets: Think you've figured out factorio? Want more factorio? More logistics? More recipes and items to make More things? Step into Bobs w/ Angels modset to ratchet up the complexity by an order of magnitude or two (in a good way). Want an extra challenge? Get the Sandblock mod, which is Bobs + Angels but starting on a tiny island, and you have to harvest resources to build your factory - including the land you build it on - from the sea.

- Krastorio: I actually haven't gotten around to this, but it's another full conversion mod that is highly recommended by many members of the community. Definitely on my to-play list

- Rampant Arsenal + Pitch Black: Want more of a RTS-esque combat challenge? Biters too boring/easy now that you've come to grips with Factorio's core mechanics? Deathworld too easy? Give this ago. It greatly expands the arsenal available to you should you choose to build them, but also greatly ramps up biter aggression, difficulty, and variety, especially at night.

There are many many more mods to choose from, and the modding community is very vibrant, and well supported from the devs themselves, with an excellent mod portal and mod loading system integrated into the game. It's by far the best mod community and integration in a game I've ever seen, and people are still churning out all manner of new and interesting stuff, as well as improving upon the classics listed above. There are also many I've not specified (eg FARL, LTN, etc) that many would consider essential, but this is already a long list.

EDIT: Also just realized this is a 9 day old thread. Came back from the holidays to my desktop and this tab was still open, apologies for the necro.

Re:The Future of RTS by tohmasu on Saturday December 26, 2020 @08:24PM (#25547985)
I believe The Settlers pioneered this mechanic in 1993. In the Settlers II at least, supply block wasn't a matter of constructing additional pylons but rather "someone has to carry feed to the pig farmer so that someone else can carry pigs to the butcher so that..."
Re:The Future of RTS by AussieWog93 on Saturday December 26, 2020 @08:47PM (#25548113)
I was going to say the same thing. I played Settlers III as a kid and while it was an interesting gimmick it was honestly pretty cumbersome.
Re:The Future of RTS by lostmsu on Saturday December 26, 2020 @08:50PM (#25548131)
I got Settlers II HD Edition on GoG, and it made us a couple of good evenings.
Re:The Future of RTS by universa1 on Sunday December 27, 2020 @05:20AM (#25550101)
And there's a new one in the making, hopefully sticking to the more classical settlers 2-4 mechanics and feel... And not the later iterations of the series...

There is also Foundation, by a smallish canadian studio (iirc), that kinda is a mix between settlers and sim city :-)

Re:The Future of RTS by kzrdude on Sunday December 27, 2020 @06:32AM (#25550332)
There is an open source reimplementation of the settlers II engine, called RttR and it works flawlessly (better than the original for me).

There's also an open source clone of Settlers II called Widelands.

Re:The Future of RTS by jasonjayr on Sunday December 27, 2020 @12:51AM (#25549165)
Mindustry is a tower defense game that has some RTS strategies, especially when playing with other human players. You have to stock your defensive units with ammo by drawing (and defending) conveyors with resources (different minerals and/or energy) that feed them.

(Just noticed Factorio is mentioned below; Mindustry is similar, but also Open Source cross platform Java)

Re:The Future of RTS by yskchu on Saturday December 26, 2020 @09:32PM (#25548333)
Adding another game with good logistics to the list of games:

The Wargame series from Eugen (the most recent one being Wargames: Red Dragon)

Logistics is a huge part of it, your armies can run out of ammo, or be stranded without fuel - there are dedicated units used for resupply.

Supply dumps, supply columns, and their protection, is a big part of the game as well.

Re:The Future of RTS by izacus on Sunday December 27, 2020 @09:33AM (#25551273)
The other part that Wargame series does well is unit intelligence and move a bit away from crazy clicking.

You can trust your AT squad to understand that other infrantry needs to be shot at with a gun and that tanks should be engaged with Javelins. This makes the game way more strategic and fun to play than something like Starcraft where you need to babysit moronic units and manually trigger their abilities. In Wargame you can focus more on positioning, information collection and movement instead of having to focus on clickathons to win. By the time shots are fired, the winner is probably already decided.

Re:The Future of RTS by __turbobrew__ on Sunday December 27, 2020 @09:45PM (#25556239)
My main gripe about the wargame AI is that there needs to be some sort of fire control for ATGMs. Too many times have I seen a jeep roasted by 4 hellfire missiles because all the apache helicopters in a squad engaged the same target.
Re:The Future of RTS by Macha on Sunday December 27, 2020 @07:01AM (#25550453)
Note that Eugen have moved onto steel division. Mechanically it's mostly an evolution of wargame but moves the setting from cold war -> modern day of wargame to world war 2
Re:The Future of RTS by LoSboccacc on Sunday December 27, 2020 @09:01AM (#25551071)
Steel division 2 is completely broken at the moment, with axis enjoying ridiculous Winrate and tournaments relegated to mirror matches for the inability of eugeen to balance the game

Some mods fix the most glaring problems, but they require investing in all dlc and make almost impossible to find an online match

Re:The Future of RTS by bitxbitxbitcoin on Saturday December 26, 2020 @08:45PM (#25548104)
Offworld Trading Company addresses this pretty well.
Re:The Future of RTS by rektide on Saturday December 26, 2020 @10:10PM (#25548474)
how?

there's additional operational cost in the form of energy used if you have far off resources being harvested. and the transport shuttle has to go get the goods, which increases cycle time a little. i have less than a dozen games in but i definitely didn't feel like I was managing the logistics; that moving stuff around was an issue or concern. there's a lot of different resources but they all roll up pretty automatically wherever they are without thinking about it. that was my (limited) experience.

Re:The Future of RTS by rcxdude on Sunday December 27, 2020 @07:16AM (#25550525)
I agree. It models it (which is more than most RTSs do), but it adds a fairly small amount to the gameplay (mostly location becomes important, it gives another element to the core supply and demand mechanics, and it gives value to one of the technologies which basically just eliminates the cost entirely).
Re:The Future of RTS by Pxtl on Saturday December 26, 2020 @11:40PM (#25548898)
Honestly, RTS games are already so bogged down in complexity that I wouldn't want to see one adding logistics unless it decided to claw back other gameplay features.
Re:The Future of RTS by Buttons840 on Sunday December 27, 2020 @02:19AM (#25549464)
Sins of a Solar Empire had an interesting mechanic: You could generate trade within the area you controlled, and little non-controllable trade ships would fly around randomly within the area you were generating trade. If the enemy destroyed these trade ships they would get a small amount of resources and your trade income would drop an equal amount. It simulated logistics, because an enemy army sitting in the middle of your territory disrupted a lot, but didn't add complexity to the game.
Re:The Future of RTS by nyhc99 on Sunday December 27, 2020 @08:16AM (#25550803)
I agree, but doing so would make an interesting game. A war that's being fought by 2 evenly matched AIs, and your job is to handle the logistics on your side to give it the edge?
Re:The Future of RTS by kybernetikos on Sunday December 27, 2020 @05:43AM (#25550189)
Part of the problem is that there is so much to do that you tend to let the AI do almost all of it, and then get incredibly frustrated when it sends your key resource gathering units through known dangerous territory.

To really do this kind of gameplay well, you'd need to have the ability to task military units to guard supply train units, and for them to have the kind of intelligence / user interface that doesn't just have them defenselessly wandering around an opponents base.

It's been interesting to read the https://acoup.blog/ take on the importance of supply chains and logistics in warfare, and how to organise a properly defended supply chain. I agree that it's an area that could be addressed interestingly, but it'd be a game made out of the bits that other games deliberately abstracted away because they were hard to do well, so I think it'd be a real challenge. Even fiction tends to abstract away from the details of these things because it's so hard to make interesting.

Re:The Future of RTS by theshrike79 on Sunday December 27, 2020 @06:17AM (#25550291)
In Mindustry[1] you need to create conveyors and other transport methods to take ammunition to turrets. During late game you also need to power structures by generating electricity and taking it with wires to the structures that require it.

[1] https://mindustrygame.github.io

Re:The Future of RTS by Macha on Saturday December 26, 2020 @08:22PM (#25547971)
Hearts of Iron 3 is probably the closest game to a RTS that put a big emphasis on logistics.
Re:The Future of RTS by navane on Saturday December 26, 2020 @08:26PM (#25548000)
Knights and merchants did it. Including feeding your standing army. Was a pain in de ass.
Re:The Future of RTS by Aeolun on Sunday December 27, 2020 @05:28AM (#25550131)
Only because every unit had to be fed individually :P
Re:The Future of RTS by rurounijones on Saturday December 26, 2020 @09:16PM (#25548247)
I agree wit you 100%

This is the aspect that I wish was implemented in my favourite games such as Stellaris since disrupting the logistics of the enemy and protecting your own requires a much more thoughtful setup by players

* Where to site supply dumps for front-line forces

* how to protect them

* how to get supplies to where they are needed safely from your home world / base to these supply dumps and then to the front lines.

* how to keep forces supplied if you break-through enemy lines

* How to disupt the enemies logistics

Without things like the above the games usually devolve into "Bigger army / fleet wins, with a bit of rock/paper/scissor based on unit composition"

Re:The Future of RTS by tshaddox on Sunday December 27, 2020 @02:34AM (#25549518)
I feel like this concept is already fairly well covered in SC2, since you generally need to protect bases on the perimeter of your territory with your military units. You don’t need to literally escort resources from your perimeter mineral patches to your production facilities, but I think that can be hand waved just as easily as the firearm units having unlimited ammunition.
Re:The Future of RTS by WaxProlix on Saturday December 26, 2020 @08:11PM (#25547910)
Almost seems like you'd be better off making mods/changes to the existing logistics game genre (Factorio, maybe?) to introduce RTS elements rather than looking for a ground-up implementation of a novel RTS.
Re:The Future of RTS by ericbarrett on Saturday December 26, 2020 @08:21PM (#25547962)
I haven’t played it, but PvP Factorio (with rules and balance) definitely exists.
Re:The Future of RTS by rishav_sharan on Saturday December 26, 2020 @10:45PM (#25548638)
If I remember right, such management was a staple of the great Settlers games. But it was a base building game without the rts combat.
Re:The Future of RTS by 1123581321 on Sunday December 27, 2020 @12:59AM (#25549199)
Settlers did have combat, but it was greatly simplified (soldiers/archers/priests/towers.) I recall military victory was nearly always a foregone conclusion after the long economic buildup, so the relatively simplicity was forgivable. A more complex military game would perhaps have needed a complicated logistics path to training, route planning, sending the officers to look at the big board, etc. :)
Re:The Future of RTS by LoSboccacc on Sunday December 27, 2020 @08:56AM (#25551050)
"From the depths" just turned into a logistic based rts, there's a block building aspect to it but plenty units on the workshop if you want to skip that part

It's also fairly often on good sales