A Way Out for RTS.
Part I - The Present Way.
[I] The core rule of present RTS genre is "Do more right things during a period of time to win".
A. It means players have to do more right things than his rival in the same period of time.
B. This design will make game become Heavy Micromanagement and Low Accessible to mass public.
Part II - From the other End to start.
[I] Let players do issue the same number orders in the same period of time.
A. It means that the issue order number is fixed, so players have to compete their decision making.
B. We have to make issue order number at low EAPM to make RTS become really High Accessible to mass public.
[II] My idea - Command Orders as a type of Resource.
A. Giving player 20 orders to issue per/minute.
(It means that if players have used 20 orders and then he can not issue any new order in the same minute.)
B. The maximum order numbers is 3 per every 5 seconds.
C. There are 12 period of time those orders will be issued per minute.
D. Those orders will be executed at every the 6th second.
A. It can make RTS genre highly accessible to mass public.
B. It can make players more purely compete the Strategies.
C. It's another evolution to RTS genre.(A lot of things will be different.)
(a) The Order System will become a Plan/Combination Orders not a single order.
(b) The Map Design will become more interactive.
Part III - Obstacle
[I] Game Developer
They need to research how to apply this approach into RTS genre.
It's hard to let players to accept this new concept.
Part IV - About DoW3
[I] High units pop.
[II] Elite units have a lot of abilities.
[III] Heavy micro-management requirement.
Thanks for reading.