Editor's note: Rob points out some design problems in the real-time-strategy genre, but it's clear he's only one man and hasn't gotten a chance to play everything. Command & Conquer 3, for example, does exactly what he wishes other games would do in his third point below (being a general, not a factory worker), and Halo Wars takes care of point #1 (using special abilities in mixed groups)...but certainly not #2.
But hey, I'm only one man, too, and we can certainly use the community's help in finding other examples of either games that are doing it right, or other improvements developers should bring to the genre. Read more after the jump and join the conversation in the comments. -Shoe

I love real-time strategy games. My brother and I used to run a serial cable across the hall to play direct-connect matches of WarCraft: Orcs & Humans. I still play StarCraft from time to time with a good friend of mine, which speaks to the game’s strong design. We anxiously anticipate the release of StarCraft 2 -- to the point of placing bets on when the game will be on store shelves (for the record, we both lost after the announced delay due to Battle.net 2.0).
While I have enjoyed these titles and many others, a few basic interface limitations have caused me much headache, and to my knowledge, none of these have ever been addressed adequately.
1. Multiple unit abilities of different unit types
This is probably my biggest grievance -- the inability to make use of all abilities when selecting multiple units. Why do RTS games remove the player’s option to use them when selecting two or more different unit types?
For example, let’s presume I have some High Templars supported by Dragoons in StarCraft. If I have the entire group selected, I cannot cast psi-storm from a High Templar -- I must deselect the Dragoons in order for the ability to become available. Now I have to juggle unit groupings with the keyboard to effectively use my group.
What about in Dawn of War 2, where each unit has multiple abilities? If I’ve selected a Space Marine Tactical Squad in addition to a Devastator Squad, I won’t be able to use either the Tactical Squad’s grenade ability or the Devastator Squad’s Focused Fire ability. I have to select each group separately in order to make use of abilities, which just means I have to play unit-select juggle mini-games.
I shouldn’t have to fight with the controls in order to effectively use my units’ abilities. Allowing me to cast psi-storm even if I also have some Dragoons selected would be a great way to streamline the interface.
2. Using unit abilities from multiple units of the same type
An offshoot of the previous grievance -- I’m at a loss as to why this has never been addressed. The problem: casting abilities from multiple units of the same type is an all-or-nothing proposition.
To illustrate the problem, let’s go back to StarCraft for a moment. I’ve got a fleet of Battlecruisers, and I’m advancing towards an enemy base. The Battlecruiser has a special ability called the Yamato Cannon, which is a high-power beam that can one-shot static defenses from beyond the defense structure’s range. The ability is a great way to lead an assault.
The problem? I don’t need 12 Yamato Cannon shots to fire at one defense structure. So in order to use them effectively I have to individually select each Battlecruiser one at a time to manually select each Cruiser’s Yamato Cannon ability. This feels like some unnecessary clicking.
Why isn’t there a toggle for “group” and “chain” use of abilities? In my example, I could put the group on chain use, which would then tell the computer that I want my selected group of Battlecruisers to fire their Yamato Cannons one at a time. If I want them to fire all at once, I can toggle group use.
Once again, this little streamlining of the interface would make managing unit abilities easier, and thus, I might actually be able to use abilities more tactically on the fly without the need to cultivate inhuman keyboard dexterity skills.
3. I’m a general, not a factory hand
My final major grievance with RTS games is with production. Dawn of War 2 begins to address this problem but not adequately.
I’m the commander in the field, yet I’m forced to visit the factory every time I order a new unit? I should be able to order unit production from anywhere on the battlefield, easily.
In many RTS games, the player needs to select the specific building in which a unit will be produced. Again, unless I’m committed enough to build superhuman keyboard dexterity, going back to base and individually selecting buildings to produce units is a chore. Hotkeys help but I shouldn’t ever have to leave the view of an ongoing battle in order to construct new units.
As I mentioned, Dawn of War 2 does address the issue. Players are given the ability to select the all-in-one base from off-screen and can order unit production without shifting focus from the battlefield.
But this solution can’t work for all RTS games. What about the ones where different structures are required to build different units? There should be something in the interface -- maybe a growing list of building tabs -- which allows players to select any or all buildings to order unit construction without leaving the current view.
Overall, unit abilities and unit management are my biggest gripes -- these are things that should not require lots of selecting and deselecting. I want to be able to use my units’ abilities effectively. I don’t believe that players should have to hone ridiculous keyboard skills to make up for interface limitations in order to enjoy the tactics available in a strategy game.
Production is secondary to those. It's interrelated, however, in that I believe a good strategy game is one that doesn’t force players to shift focus away from ongoing conflict. Players should be able to order unit production without ever leaving the view of the battle.
If developers address these issues, I’d love RTS games even more by being freed of archaic interface limitations. I'd finally be able to fully enjoy all the tactical options available.










