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6/16/2025, 5:38:15 AM
>>712781186
My two favorite RTS are SC2 and BAR (Beyond all Reason). I also love board games and deckbuilders. And I mean like Star Realms and Dominion, which is what I assume you mean, as opposed to like MtG.
I spent way too much time in MSpaint just to give you some ideas.
Some things that scratch the itch in RTS games:
1. Exponential growth. Deckbuilders already tend to do this, it's probably why I like them so much. Start small, buy things which let you get bigger, repeat until you hit unit cap/run out of space/end the game.
2. Rock/paper/scissors. Constantly trying to counter what the opponent is making by making the counter. You don't know whats going on in the fog of war. This would obviously be hard to replicate with a deckbuilder because you both need access to much more information compared to a computer game. You will know how much resources the enemy has and what they're spending them on, and what units and buildings they have at all times. Is there a way to obfuscate that information? Maybe the rock/paper/scissors comes from a commit->reveal game flow. Maybe units "committed" to the "front" of the battlefield are committed face up, where as units "committed" to the "back" are facedown. Then there is a reveal and battle is resolved.
3. Nukes. Is there anything more satisfying than glassing your enemies base?
My two favorite RTS are SC2 and BAR (Beyond all Reason). I also love board games and deckbuilders. And I mean like Star Realms and Dominion, which is what I assume you mean, as opposed to like MtG.
I spent way too much time in MSpaint just to give you some ideas.
Some things that scratch the itch in RTS games:
1. Exponential growth. Deckbuilders already tend to do this, it's probably why I like them so much. Start small, buy things which let you get bigger, repeat until you hit unit cap/run out of space/end the game.
2. Rock/paper/scissors. Constantly trying to counter what the opponent is making by making the counter. You don't know whats going on in the fog of war. This would obviously be hard to replicate with a deckbuilder because you both need access to much more information compared to a computer game. You will know how much resources the enemy has and what they're spending them on, and what units and buildings they have at all times. Is there a way to obfuscate that information? Maybe the rock/paper/scissors comes from a commit->reveal game flow. Maybe units "committed" to the "front" of the battlefield are committed face up, where as units "committed" to the "back" are facedown. Then there is a reveal and battle is resolved.
3. Nukes. Is there anything more satisfying than glassing your enemies base?
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