You have to realize the difference between an RTS game like Age of Empires or 0 A.D., and a Real-Time Tactical game, like Rome:Total War. In an RTS the player is not a general - the player is a god, guiding the actions of everything the player sees. It is up to the player to feel the emotions and to make the decisions on the battlefield, not the AI. What I mean is, in an RTS the player is the one that makes his units "rout" and run away by affecting a tactical withdrawal from the area of combat to regroup. That most players don't do this is not a failure of the RTS system, it's the failure of those players. Good players know when to retreat, reform, and attack. That's the kind of game we are designing. And in our design, the player has additional incentives to do just that, with units that auto-upgrade (citizen-soldiers) with battle and lifetime experience, and real formations that affect the outcome of battle. How formations are relevant to this discussion is that when formations fall below a certain number of units, the formation "breaks", the units become a mob, and the benefit of that formation is lost. The player can choose to let those units die in a heroic last defense, or choose to withdrawal them in a hasty retreat. Those decisions are left up to the player because of the genre in which our game is designed to fit.
Edited by Mythos_Ruler, 23 September 2008 - 04:49 AM.