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Suggestion for a new RTS game

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geissner

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Dec 29, 2009, 8:15:02 AM12/29/09
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I just got a new CORE I7 desktop with windows 7.

After many, many years I am looking to get back into computer gaming.
What I am looking for is an entry level real time strategy game.
Just to let you know the last one I played was Dune II. As you know
that was the precursor to the command and conquer series.

What I loved about that one was it let you start out slowly and gave
you time to build up a small force before going on missions.

I guess what I am looking for is one that is a little slower paced and
that you don't have to worry about being attacked right away and you
can have a little time to get going.

I don't have a lot of time and am looking to play in bites of time of
maybe an hour a session. I also don't want to have to read a long
complicated manual to learn all the rules.

A good tutorial would help a lot also, if possible.

I appreciate any suggestions you may have

thanks

gary

Carl

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Dec 29, 2009, 4:25:01 PM12/29/09
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"geissner" <geis...@mindspring.com> wrote in message
news:7331c7f3-6747-4fa1...@h9g2000yqa.googlegroups.com...

May I suggest Dawn of War series, not the newest one, DoW2 (which is more
squad based combat), or Universe at War: Earth Assault? I would suggest you
log in to Steam to buy the game, UaW:EA is under �4, DoW2 is�10, and the
older Dow are �5 each. Hope this helps.

Jonah Falcon

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Feb 2, 2010, 12:19:35 AM2/2/10
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"Carl" <m...@theworld.universe> wrote in message
news:V_mdnTlrrcEy7qfW...@bt.com...

Kohan is an excellent RTS as well - it's slow-paced and intelligent.

Cronos

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Feb 5, 2010, 1:34:16 AM2/5/10
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Jonah Falcon wrote:

> Kohan is an excellent RTS as well - it's slow-paced and intelligent.

RTS and intelligent is an oxymoron.

John Doe

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Feb 5, 2010, 6:41:14 AM2/5/10
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Cronos <cro...@sphere.invalid> wrote:

> Jonah Falcon wrote:

But in fact, real-time strategy is extremely complex. Chris
Taylor's last RTS Forged Alliance allows for making building
templates. You can design a base for a specific location on the
map and then record building placements in the order they were
constructed, so that you can assign engineers to construct those
buildings at the start of the game. Surprisingly, few players
actually do so. However, that does not stop me or anyone else from
using templates (that implementation is excellent IMO). I plan to
use templates and additional homemade (voice-activated) scripting
stuff, to compete with the click festers in real time. Hopefully,
Chris Taylor's next RTS Supreme Commander 2 will build on the
scripting capabilities found in Forged Alliance. If few players
use scripting, who cares, they are still a great enhancement to
RTS for those of us who enjoy some strategy in our RTS game.

Real-time strategy might look dumb, but that is only because most
people enjoy a fast-paced game, and selling copies is how software
publishers make money. They must cater to the lowest common
denominator. The genre is maturing. Someday, even out-of-the-box,
it will please strategists as well.

Cronos

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Feb 5, 2010, 3:43:28 PM2/5/10
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John Doe wrote:

> Real-time strategy might look dumb, but that is only because most
> people enjoy a fast-paced game, and selling copies is how software
> publishers make money. They must cater to the lowest common
> denominator. The genre is maturing. Someday, even out-of-the-box,
> it will please strategists as well.

There are a few done well but in most of them all the units just have
simple HP bar and do not model things like facing, armor thickness in
different areas, ballistics etc. Most RTS games that most peoople say
are great I hate. Yes, that includes that Company of Heroes shit too.

Loren Pechtel

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Feb 5, 2010, 7:37:14 PM2/5/10
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On Fri, 05 Feb 2010 12:43:28 -0800, Cronos <cro...@sphere.invalid>
wrote:

And for the most part they don't model armor as something that shrugs
off light hits. Just about every game lets a bunch of soldiers with
guns eventually kill a tank.

Cronos

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Feb 6, 2010, 12:24:54 AM2/6/10
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Loren Pechtel wrote:

> And for the most part they don't model armor as something that shrugs
> off light hits. Just about every game lets a bunch of soldiers with
> guns eventually kill a tank.

Exactly, good example is that Stronghold game that allows the player to
knock down stone castle walls with swords. THat's not exactly waht I
call intelligent game design. I took back Stronghold to EB once I saw
how easy it was to knock down a castle wall.

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