What I'd like is TA++ + a sophisticated macro/AI system where you could give orders to a "task force commander" unit and maybe where multiplayer would allow some other humans to stand in for "task force commander".
Like, "take this expansion" or "assault this base" or "harass harvesters" as a high-level goal, with OOB specified (units or output of specific factories). More strategy, less APM. People could still micro or do strategy at the Group level, but not at the battlefield level.
I started working on a 2D RTS a while back, with a couple of twists - one of them was an API and encouraging players to write bots to support their play. I'd love to see this game have something similar, as it opens all kinds of possibilities.
A unit API sounds very cool but I’d imagine the barrier to entry is a little high. I'd like to see simple stackable behaviour macros. An example would be...
[if] the available resources drops below [defined threshold], unit explores map for more resources [unless] base or units currently under attack
or group behaviours for specific unit types...
[if] under attack, move to nearest defensive unit [and] shield unit from attack [until] hit points [<] 35%
You could make an interface similar to Automator on OS X so that behaviours can be linked and prioritised.
Sort of reminds me of Ff12's gambit system. As simple as it was, you could model some pretty comprehensive behaviour with it. I could definitely see expanding it and building an entire game around it.
TA Spring is fairly easily scriptable in Lua. A lot of the good players on multiplayer have scripts which will (eg.) skirmish and keep out of range of enemy defenses. Might be worth a look?
Sounds similar to what they were trying to achieve with the base governor in Alpha Centauri. In the beginning you wanted tight control of everything but in the later game on a large map micro-managing each base is a hassle so you could give the local governor AI some control (manage population, build infrastructure, ...) and a priority (one of Explore/Discover/Build/Conquer). Units could be given simple automation orders too (patrol, teraform, ...).
I like the idea of farming out part of the work to other players rather than the built-in AI, but I'm not sure how attractive it would be to people not at the top of the empire's tree (it might just turn into paying 3rd world players to do the micro-management, and them competing with each other for your cents/turn based on their past successes).
Like, "take this expansion" or "assault this base" or "harass harvesters" as a high-level goal, with OOB specified (units or output of specific factories). More strategy, less APM. People could still micro or do strategy at the Group level, but not at the battlefield level.