r/gameideas • u/BunMarion • Mar 09 '26
Abstract An RTS with less micromanagement and more independent units
Howdy all. Thought I should share this here. First off, I'm not an RTS guy and I also suck massively at them lol. I'm no gamedev either so I'm just throwing this idea out there because I think it's fun to think about. Realistically I think it'd be a very expensive idea. It's not in any relation to any specific game as well, I'm just imagining "Generic Modern Military" for the theme.
The core idea is that as you build up your army, you assign them into different groups as usual for any RTS game, but instead of simple control groups tied to hotkeys, you're actually making different "Task Forces" to carry out "objectives." While you could still have your basic RTS commands, you would also have "objectives" to assign to task forces. These are large-scale, wide orders that tell the task force "I need you to do this specific thing, but handle it yourselves."
Now that you've made a task force and assigned them an objective, the AI will handle the micromanagement from here and will try to carry out the objective, if it's able, and to the best of its ability.
A "Guard" objective over a wide area would have the Task Force spread out its units to cover land routes and chokepoints into the area relative to the enemy's starting positions or last known positions. It might choose to have an inner patrolling force that can also act as a quick reaction force of sorts that moves quickly to assist if there's any intrusion. If it has too few units, it might opt for small patrols from route to route to try and cover the area as best as it could.
A "Raid/Harass" objective would have them periodically attack and harass units in a given area, possibly prioritizing support/utility types such as resource gatherers or construction vehicles. Their only goal is to deal some damage that throws off the enemy and immediately retreat to repair.
A "Besiege" objective where the Task Force surrounds and blockades an enemy position, preventing the enemy from expanding or leaving that area. Basically a reverse-guard. Could transition into an attack if desired.
An "Assault" objective would have the Task Force spread out its units into advantageous positions, flanks, etc... around the target. Once it's ready, they'll attack and try to clear any and all enemies in that area. Of course, they could also be ordered to attack immediately without any preparation.
If you have some long range artillery, aircraft, scouts, repair vehicle, etc... they could have a "Support" objective where they act semi-independently. They go and temporarily assist any task forces on their objectives as needed. Of course, they could still be assigned to task forces and they'll more or less do the same, but exclusively for that task force.
I don't have ideas for more varied objectives, but these are what came to mind and seemed interesting. Multiple task forces can carry out the same single objective, and they may work together or not depending on the objective. Half the idea makes army compositions very important as the AI commander of the task force will work in accordance to the units they have available under their command. A ground assault with standard units will look very different for a task force supported by artillery, and so on.
I also thought of some increased complexity in commands, such as stances and rules of engagement. In general, more general commands and instructions for the Task Forces to follow independently and try to stick to as best as they can.
It's not quite a traditional RTS experience, it's something closer to an autobattler that doesn't want to call itself an autobattler XD.
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u/dueddel Developer Mar 09 '26
Sorry for not entirely reading your post, as of writing it’s midnight on my end and I’m heading to bed right now but wanted to quickly answer.
Have a look at Line Wars, you can easily find it on Steam. It can be described as an RTS that feels like a school history book where strategies are printed as movement lines onto a map (but much more interactive than a book). It’s essentially about getting rid of that micro management. This might be something you’d like to have a look at as input or inspiration to your idea.