No.
RTS games would benefit from having no resource-gathering, or unit creation. There would be factories outside of the battle arena which you couldn't bomb and a finite pool of reinforcements (using a ticket system like the Battlefield games). Resources, like food, water, gas, ammo, etc would be carried from these safe areas into not-so-safe military supply depots that were positioned at the outskirts of the vast battle arena.
There would be no direct face-off. Both sides would try to build up camps in existing towns, or at defensible geographical locations. Then all the stuff that your armies needed to survive, defend itself and fight would come along way-pointed roads and across bridges that hadn't been destroyed. You would be concerned that your supply lines would get broken and your resources hijacked. If your men were captured, morale would impact the supply of reinforcements - you would only get new men to replace those that weren't hostages, until the hostages died, or were rescued.
The map would not be flat.
There would be no fog of war - with parts of the map shaded out so you can't see what is there until you explore. Instead, you would have as many overlapping windows containing intelligence information that you needed to be able to make an informed, though abstract, decision.
If you got tired of being an armchair general you could pick any one of your units and play them (and what AI they commanded) in first-person, whereupon you would find that the fog of war was about enemy stealth, camouflage, sounds of gunfire and visual reports from your team (recent UAV passes, etc.) that appeared on your compass (with estimated distance/colour-coded threat assessment) only when you asked to see the HUD which gave you a report of you and your team's health and stance, your equipped and alternate weapon, its selected fire-mode and ammunition, your grenades, equipment, field dressing, etc. You can't jump around like a bunny-rabbit. Whilst on the ground, you could hot-swap to any unit in your team in line of sight, with a button press - like Battlefield: Modern Combat. You aren't allowed to fly planes as it would be too tempting to try to fly outside of the battle arena and try to bomb a safe area. Better to just support the acquisition of slow helicopters which are automatically spun around as they get to the edge of the battle arena, yet you only get to be the pilot at a higher in-game rank - recruits don't know how to control one, so shouldn't be allowed to make chaotic joyrides in them.
Multiplayer games would be 2 player versus with each person either commanding their AI units or leading an AI team. You could set up an invasion with the addition of a scripting language that would allow you to get your AI to adapt to changing circumstances and then scout out the weak points in the enemies lines on a helicopter mission. If your side were attacked whilst you were off playing it in first-person it would cope just fine without you... just not be any more creative about how it strategised than you had taught it to be. Matches could be paused by mutual agreement, just like chess.
No micro management. No individual/group unit move/attack orders. Just some forward planning and real-time analysis of what strategy to apply to what event. A far greater degree of abstraction. Fun stuff to do whilst you wait for things to kick off.