And if I pay a bus fare to go visit the park, suddendly the whole place is no longer public?
But before the discussion gets too faggy, here's something someone else said in the previous thread and didn't got a decent answer:
In order for RTS games to make a comeback and actually become decent, these things have to happen in the same game:
These are his words, not mine, and personnaly, I don't actually like the last point much, but I can understand it.
Overall however, it seems his main gripes seem to be mostly with the economy, although he doesn't mention teching, which is also part of this.
The thing about economy in an RTS is that the whole thing seems to act like a double reward for exponential victory. The more you expand and the better your economy is, then the faster you'll progress in your tech tree and recruit units. This seems logical from the standpoint of waging war, but from a gameplay perspective, it really doesn't.
It's the equivalent in a Fighting Game to give your attacks bonus damage based on how much health you took off your oponent, which just leads to snowballing until the game is decided, often to the one that stroke first.
So carrying on the Fighter metaphor, I came up with an idea that can mitigate or even solve the issue. Instead of rewarding you with more attack, reward the player with more health instead!
It seems simple and dumb but here's what I mean and why this is such a great idea:
Have an economic bottleneck that prevents your forces from growing out of hand or too fast even if you have the resources for them. Then, let the player use only a fraction of it's force at anytime, every other being on reserve in case it's needed. Or on more practical terms, you'd have your Headquarters\Towncenter\Building Yard spawn basic Recruits at a fixed interval. It's the only building that does that, and it spews them at the same rate. Every base can hold at most 100 Recruits that will defend it automatically, however should you need troops, the Recruits in a base are converted to normal soldiers to fight for you.
What this does is that every extra base becomes a stockpile of Recruits. In case you lose one, you still have the previous ones all the way to your base. However since the size of an army does not change, it's only reinforced, you'll have a full garrison against the same sized army from your oponent. A battle will see mostly the same number of troops at all times and it's now decided based on who's the better player instead of who brought more dudes to the fight. All your economy does is let you prepare an army to strike faster, however changing the units you have defending a base can help you survive an oponent that has a much superior economy to you as long as you counter him well.