A tug of war RTS, by my definition, is broadly speaking an RTS which requires pretty much constant aggression that typically has small gains that won't instantly end the match. Do people know any good RTS' with a tug of war focus?
(For example League of Legends is something of a tug of war game, because it's hard to win one battle and win the game, instead a win comes out of small victories piling up on each other.
But the problem with Nexus Wars is it requires no micro and the map has no micro potential, limiting your options in the game )
To me it's the most exciting form of an RTS (or even game) for the viewer to watch, there's a lot of tension because victories build up slowly and a slip at any point in the match can remove the progress so far and there's always a battle happening. The worst Starcraft matches are when everyone just sits back amasses an army, there's one giant battle and whoever wins that wins the game. And a problem with SC2, is a lot of the time, aggression either practically wins you the game or loses it, if you can't do significant damage it would always have been better to just save up your army.
So do people know games like this? And if not does this idea sound like a good basis for an RTS:
So when you build a building, it automatically produces units at a constant rate (but then you're free to control those units and it takes place on a normal map, unlike Nexus Wars) but each building has a fairly small population limit. So if you aren't using those units, you're wasting potential, sitting back and massing is pointless because these units will regen to hit maximum population very quickly after spending them. The only resources would be used to build more buildings and I think I'd have them generate automatically from the production buildings. So destroying an opponents building would give you an advantage that wouldn't win you the game (their reinforcements wouldn't have to walk across the map so defence would be easier) but it would give you a small advantage in the next fight which might turn into another building destroyed and another advantage etc...
It seems to me that this could create a fairly dynamic RTS focused more on micro than macro that requires keeping on top of your unit control all the time, fun to watch and fun to play. Could it work?
(For example League of Legends is something of a tug of war game, because it's hard to win one battle and win the game, instead a win comes out of small victories piling up on each other.
To me it's the most exciting form of an RTS (or even game) for the viewer to watch, there's a lot of tension because victories build up slowly and a slip at any point in the match can remove the progress so far and there's always a battle happening. The worst Starcraft matches are when everyone just sits back amasses an army, there's one giant battle and whoever wins that wins the game. And a problem with SC2, is a lot of the time, aggression either practically wins you the game or loses it, if you can't do significant damage it would always have been better to just save up your army.
So do people know games like this? And if not does this idea sound like a good basis for an RTS:
So when you build a building, it automatically produces units at a constant rate (but then you're free to control those units and it takes place on a normal map, unlike Nexus Wars) but each building has a fairly small population limit. So if you aren't using those units, you're wasting potential, sitting back and massing is pointless because these units will regen to hit maximum population very quickly after spending them. The only resources would be used to build more buildings and I think I'd have them generate automatically from the production buildings. So destroying an opponents building would give you an advantage that wouldn't win you the game (their reinforcements wouldn't have to walk across the map so defence would be easier) but it would give you a small advantage in the next fight which might turn into another building destroyed and another advantage etc...
It seems to me that this could create a fairly dynamic RTS focused more on micro than macro that requires keeping on top of your unit control all the time, fun to watch and fun to play. Could it work?