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As the subject line says, this thread is for the ever so cliché tropes seen in all strategy games that are not based on history.

>Vanilla Ice Cream
this is the entry faction. In a fantasy game, they are humans (most likely based on medieval europe), in a sci-fi game, they are humans, in a 'contemporary' game, they most likely represent the military of the USA and/or buildings of western nations. The play-style is exceptionally straightforward, and is the least likely faction to have any form of (major) gameplay gimmick. Their techs/effects/etc. are all played straight and by the book. They are typically highly overplayed compared to any other faction due to the average person being too NPC to play anything else.
>Le Modern Bad Guys
Mostly a product of the time, and found near-solely modern setting games, these are the 'bad guy' faction to counter the one seen above. Games from the 90's will pretty much all have them as an obvious reference to the soviet union, while games from the early 2000's will have them as terrorists (middle eastern or otherwise). They will have a mostly vanilla playstyle, but are more likely to work with a gimmick of sorts. More likely to use 'cruel' weapons like fire/gas/suiciders. Techs/effects will highlight that they are evil and tyrants, etc. Bonus points for Red/Black color scheme.
>Ancient Empire
Seen most in fantasy/sci-fi settings, and commonly a easy write-in as a dlc race/faction, this is an ancient empire who was, long long ago, the most powerful civilization ever and ruled the [scale of setting], but then, [thing] happened, and the empire collapsed/fell into dormancy. Now, for [reasons], they have returned to reclaim their spot at the top. Aesthetics will almost certainly represent some ancient historical civ with magic/techy effects. Near certainly will be saddled with some major gameplay gimmick.
>>
>Three factions
>One has expensive, high damage units
>One has cheap, low damage units
>One has medium priced, medium damage units
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>>901495
>Alternate design
>One has cost-effective units with expensive prerequisites
>One has cost-ineffective units with vast numbers
>One is balanced but can transition towards either
>>
>>901454
>Average "design" fan

>>901495
>>901555
>Average game enjoyer
>>
Player faction: X
Campaign opponent: X Zealots/Fanatics/Heretics/Extremists
All black/dark purple/red color scheme but otherwise identical units, torture everyday, insane end goal, all-round comically evil, just a small splinter group but somehow able to field competitive forces.

>muh noble savages
>muh evil megacorp

Kings are always noble and good.
Emperors are always brutal and evil.

The only unlikable person in your inner command circle during the campaign being the inevitable traitor.

These ancient highly advanced races sure like to build giant temples and leave behind surprisingly useful and perfectly preserved artefacts that our scientists can somehow interface with in just a few minutes.
>>
>Only good faction can deploy healers
>>
>faction is about fast expansion and has win-more mechanics
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>>901669
Always bothered me; thematically it makes more sense for morally-dubious factions to use experimental combat remedies like drugs or magic. It's not to the benefit of the units after all: it's so they can keep fighting even after a traumatic injury.
Also:
>The melee/ranged/magic/gimmick-focused faction that sucks or is OP, because the rest of the game is not designed to accommodate them
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>>901454
>Faction is excellent if you spend a ton of resources, but shit otherwise
>Faction has shit units, but "Quantity over quality lel"
>Faction has a gimmick that'd fix the game if every faction had it
>Faction has everything it needs to make X unit powerful, except the one technology that makes it usable
>Faction is even more of a no-brainer one-trick pony than the designated noob-friendly civ
>Faction has a fuckton of bonuses since its tech is shit
>Faction is the only one worth playing competitively
>Faction's niche isn't supported by the game's mechanics
>Faction's entire game plan starts way too late to be useful
>Faction looks stupidly powerful on paper, but can't access its win condition
>Faction's lynchpin unit has been bugged for years and abandoned by the devs
>Faction is good, and all of its players know, but they want to convince people it isn't so it won't get nerfed
>Faction has gorgeous units and architecture, but is shit in practice
>Faction is just one big movie reference
>Faction has made up bonuses because the devs were too lazy to do any research
>Faction is overshadowed by another faction in nearly every way
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>>901454
Factions are the same units with different designs except for a unique unit or 2 that emphasizes the faction.

Melee using faction beyond ancient times, even in a future where even humans have plasma cannons and anti-matter bombs.
+The melee faction just rushes at the enemy, no shield walls, no riders flanking, they're not even especially resilient.
++They somehow have space travel.

Faction has a slash and burn for bonuses type gameplay that is overpowered when a human uses it but trash when an AI uses it due to it playing conservatively.

Democracy good, collective mind bad.
+In fact, someone name me a game where psychic powers are a sign of a good faction and not a morally grey faction or evil faction. Even in Galciv2 where you need to be good aligned to have the psychic weapons(lore wise because those who can use them are all crippled/deformed types that die in evil societies), the races that can link their minds and have natural species permeating psychic abilities are canon evil.
>>
>>901454
Bad guys in space would usually be bugs or robots.
Bad guys in fantasy are usually zombies or demons.
>>
Fucking HATE it when they make humans 'le peaceful diplomats :^)' ignoring all of human history.
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>>902044
thats just star trek homage

but I do like facist humans like in endless space or Gears of war (its got a tactics game so it counts as vst)
>>
>Faction excels at one map in particular but otherwise sucks
>>
>faction is virtually unbeatable on one type of terrain
>no other faction has any reason whatsoever to go on that terrain
>can't build on said terrain anyways, just gives you some resource trickle
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>>902015
Get with the times
Nowadays the most popular guys in fantasy are fanatics/zealots/nobles
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>>902089
Most popular bad guys*
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>>901606
I mentioned some gameplay in my examples, but yes, the original core of the post was about design I suppose.
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>>902085
Just say "waterborne factions" bro
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>>901895
Obviously it's so that the player who's playing the good guys doesn't have to feel bad about shooting medics.
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>>902376
People feel bad about shooting medics?
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>>902089
I can take zealot if the game has no people other than human, but what game has a noble only faction?
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tag yourself /int/
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>>902469
>/int/
I fucking swear I typed /vst/
I don't even go to /int/ much, my home board is /a/
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>>902469
>cybran/UEF/aion
I wonder if rhiza has porn somewhere...
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>>902469
This isnt even a trope, these are just supcom factions in ms paint
>>
I have been traumatized by the Eldar in Dawn of War enough to hate all smug, elitist, gimmicky, 'much ancient race', elvish-looking alien races with a passion.
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>>902469
This was the image I wanted to open the thread with, but I couldn't find it.
Thanks for posting it.
>>902487
Don't awaken things in me that will never come to pass.
>>
>>902488
I always saw it as Nod/GDI/Scrin myself, and that's as a supcom player and only ever playing C&C3 on xbox 360.
I guess it is a trope.
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>>902044
When was the last time you saw it? You have space rednecks in Starcraft, the Happy Merchant Consortium in Sins of a Solar Empire, 'relentless tribal pursuit predators' in FreeOrion, or the whole WH40k shitshow. I'd say there's a decent variety.
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>>902722
>humans are the only ones who invented clothes
Really?
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>>902750
You can't even see the rest of everyone else's bodies.
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>>902750
It's nice when the humans excel at something, rather than play the role of the average default faction.
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>>902479
shit happens man, y'know I once posted a 200 word reply about politics in Swedish in a Porn Thread.
>>
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>>901454

I bring you the four horsemen of a shitty asymetric strategy game

>"Defensive" Faction that is inept at all but an entirely theoretical form of combat and creates a toxic mire of fanboys because it stokes power fantasies
>"Aggressive" Faction that is a metagolem of numbers, wins by spamming the most cost effective unit and fundamentally breaks all discussion of the game
>"Heroic" faction that is a clear narrative stand-in for newcomers and weak players with a well-balanced medley of units that in practical application never actually get used together
>"Quirky" faction who's mechanical gimmick has no clear relation with reality, but encapsulates the one unique idea intrinsic to the game. Over time it will either be made obsolete by understanding the game or gutted in a post-launch patch
>>
>>903419
I literally cannot think of any RTS factions that fit those tropes
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>>901907
Which civs
>>
>>902488
Cybran are the least evil faction though.
>>
>>901907
what civs are you talking about
>>
>>902469
any command and conquer game
>>
>faction where their base/buildings are also their most powerful units
Its rare, but it tends to be cool
>universe at war earth assault The Hierarchy (pic related)
>endless space 2 vodyani
>>
SupCom

>Aeon Illuminate
Highly specialized units, have the widest unit variety, basically the perfect tool for any job, but not particularly flexible outside their intended role; usually smaller numbers at higher expense. Hover-oriented T2 units allow land forces to support navy, giving them a pronounced advantage in naval warfare. Generally considered to be the most powerful faction, particularly when used properly.

>United Earth Federation
Generalist units. Well-rounded with no particular weaknesses. The best suited for land warfare due to the ability to push out large quantities of T3 Armoured Assault Bots, which are by mass cost the most powerful lategame unit.

>Cybran Nation
Weak, cheap units. More stealth capabilities than other factions, making them well suited to establishing unexpected forward bases or assassinating a commander. Although units are weak, they often have unconventional loadouts that open up new tactics. Also notable for having the best defensive naval capabilities via the HARMS, a submerged torpedo launcher that is tedious to kill, and for being the best suited for teleport sniping due to their ACU's peak combat capability.

>Seraphim
Strong, generalist units. Like the Aeon, tend towards smaller numbers at higher expense, but like the UEF, tend to be more generalist. Have the fewest unit types and are generally not stellar at any given role, but often sit between roles and tend to be very flexible.
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>>902469
>Harkonnen, Atreidies, Ordos

Also, team Ordos so I guess that makes me those fucking assholes.
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>>903623
>implying minor stat differences matter
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>>902722
Remnants of the Precursors.
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>>904474
Diplomatic - sure. Peaceful - not quite. They're manipulative assholes which is as human as it gets.
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>>9014999
>>
>>901555
>One has cost-ineffective units with vast numbers
What, like, their units are shit but they can just suddenly plot down units and start spawning stuff?
>>
>>903419
What game are you talking about?
>>
Just fantasy things.
Elves
>good with bow, terrible at anything else
>sometimes can be deadly in mele but made of pure glass
>either sociopaths or noble, sometimes savage and noble, sometimes savage and sociopaths but can't do bad by default
Humans
>despite having no strong sides, still strong X/Y/Z and shit everything else
>field paladins
>sometimes can be edgy and allow to field a shadowy figures with daggers, not too edgy tho
>use light magic, no other magic is allowed
>sometimes no magic at all
Any evil faction
>despite claims of best offense defence get mogged by humans in mele and elves in range
>spikes and skulls
>only evil magic allowed, can't have anything else
Dwarfs
>slow but sturdy
>love their mines, love their drink, hate everyone else
>usually most tech advanced
>>
>>903623
>Hover-oriented T2 units allow land forces to support navy, giving them a pronounced advantage in naval warfare.
you'd be correct if UEF didn't have the shield boat
>>
Another pathetic excuse for a thread just so OP can pretend he has friends.
>>
>>910459
Personally I blame Warcraft and LotR to a lesser extent.
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>>901454
For me? It's the Cultheads with worse everything.
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>>902469
TFA! TFA! I like units that are an impractical tangle of cables, tubing, and exposed techno-organic components.
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>>902469
>Play Nefarious, Inc
>Make a rush of about 10 Light Tanks + two dozen Flame Infantry right as Allied Alliance has maybe 2 heavy tanks and a half-dozen riflemen and just got his first tier 2 building
>Enemy ragequits
tactical genius.
>>
>>903612
Man I wish UAW was actually playable on modern computers
>>
>>906640
There's different methods of achieving it, but a faction following this trope has one strength and one weakness and both are the same: time. They need to be harassed early on or they will snowball; they typically dominate any mid-game because they peak faster than anyone else. They then out-produce others but need to expand rapidly because they burn through resources and their template composition is glass-canon. When their resources run out and they lack the strength to take any from opponents, they lose by default. Their theme and aesthetic is usually swarm/mutant/alien/undead/soviets
>>
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>>915292

lmao I bet you ragequit when you get automatched against TFA you fucking rush addled gookclicker

you'll never know the zen bliss of effortlessly coordinating your unique and beautiful strike team to a perfect KDA
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>Infantry are either spam units or completely useless past the first 5 minutes of a game.
Fucking hate this, put some respect on the grunts. Also, medics should be a universal thing, all armies ever have had medics.
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>>902469
>4th faction is basically just a suped up and op version of an existing one
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>>901454
>Factions is a dedicated anti-___ faction
>Comfy tech spread
>Just cares about denying the enemy access to a lynchpin unit
>>
How come there is no Cyberpunk-themed faction? They are probably going to be very micro-intensive, due to shitload of abilities they would have. Heck, playing a Cyberpunk RTS with Corporates and Gangs would be cool
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>>915539
Syndicate is sorta RTS-esy but your closest bet would be the Novus from UAW
>>
>>915539
Because cyberpunk focuses on the different levels in a broken society and the ways they interact.
RTS games have you operate the helm of a faction to go against another, and rebellions/corruption generally aren't positive features.
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>>901454
The computer is a cheating bastard:
AI team gets free resources and can see the entire map.
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>>915376
Play Wargame/SD.
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>>915547
Seconding syndicate because it kicks ass, but if you're looking for a super in-depth strategic game with base building and stuff, you won't really get it.
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>>915547
>>916038
I am STILL mad about Syndicate the FPS. The only other game I've seen like old Syndicate was Satellite Reign which was ehhhh.
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>>901454
>Antagonistic/ambiguously allied faction suffers a setback in an ongoing conflict
>New corruptive/subversive faction appears as a major threat
>"Let's ally with these new guys or attempt to use them as a weapon, this cannot possibly go wrong!"
>Assimilative faction barely helps them at all, then turns against them and proceeds to wreck their forces harder than anyone else ever did
>>
>>902078
What game are you thinking about?
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>>902404
In real life, yeah. Probably not in vidya.
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>>901907
The picture is Turks, right?
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>>903539
I'm realizing that even after playing the game for like ten years, for hundreds of hours, I have no idea about the story at all.
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>>903612
Was Universe at War any good?
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>>903623
Since when is Aeon considered the strongest faction?
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>>915539
Cyberpunk is far far too individualistic. If you had a cyberpunk faction, every unit would just look like some variation of Adam Smasher
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>>918313
My bad. It's Khmer.
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>>903539
That's only in the surface, the Aeon under the princess are the least evil.
Cybrans arent as evil as the Galactic Empire Earth and Templa Aeon, but they are also retarded
>Keep failed planets habitated as a middle finger to the UEF thanks to supplies from other system
>Their plan literally revolves about destroying space travel
>Somehow they didn't think that could affect those planets
>There is also the whole "We made Cabal from C&C and has rebeled again us...again"
>>
>>915539
What does cyberpunk really mean? Are they a punk faction? A cyborg faction? Are they fighting against the other empires? It seems like a cyberpunk faction would be equivalent to space pirates or other minor types like that. Regarding OP, you could probably classify almost all the factions as cyberpunk. Depending on how you narrowed it down, you could call the Cravers or Umbral Choir cyberpunk factions, with UC being the hardest to disqualify as that.

>>901454
>spacecraft decided into classes based on old naval ship classes
Corvette, frigate, cruiser, battlecruiser, battleship, dreadnought, carrier, etc.
>space carriers in general
I don't hate this, I love space-airplane combat with fighters being launched from carriers and pew-pewing at each other, but it's still weird when you wonder what advantage a smaller craft without FTL would have over just making a larger craft with FTL and more weapons/armor. Space games tend to be about building the biggest craft anyway, you'd think they'd make a giant gun that used 100% of its power for shooting and use smaller space tugboats to move it around FTL.
>borders in space
I know it's anti-piling your forces at the border/around a planet and then attacking mechanic but it's really weird. It's not always strictly enforced(e.g. you can move through non allied territory in ES2 as long as it's from an area they don't own to another they don't own), but it's almost always there. Borders should be like in AoW3, something you acknowledge but up to the opponent to enforce them.





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