RPG Elements: Difference between revisions

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*** And then a custom map came out that removed base building and redshirt unit micro anyway and let you focus entirely on controlling your hero unit in a team-based multiplayer environment. It was [[Defense of the Ancients|quite popular]]. Meanwhile the ''official'' ladder wasn't very successful online for a Blizzard RTS because its RPG elements included a heavy luck factor and lack of macro-level strategy. Blizzard learned from this mistake and decided to play it ''extremely'' safe with ''[[Starcraft]] 2''.
* Some RTSs like ''[[Command and Conquer]]'' allow normal units to gain experience and 3 ranks of veterancy that makes them stronger and more durable. The highest ranks sometimes get special abilities such as slow self-healing. In most cases however, the game does not allow the player to carry their most experienced troops over to the next mission.
** Beyond that, in ''Command & Conquer: Generals'', the player can level up by killing enemy units and demolishing enemy structures. Then the player can spend the skill points for special units and superweapons.
** Taken to its extremes in ''Command & Conquer: Tiberian Twilight'', where players have to gain experience from playing within their profiles, which is necessary to unlock new units for use in both campaign and multi-player mode. This has resulted in a need for grinding to unlock the powerful units and superweapons; [[Your Mileage May Vary]] on whether it has added depth to the gameplay or skews the multiplayer arena in favour of veteran players.
* The ''Warlords Battlecry'' games not only allow basic troupes to gain about ten levels of experience, but also allowed the player take a few choice units with them from battle to battle. Of course, these games also featured a hero which had a full RPG leveling system, classifying the games entirely as an RTS-RPG.
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{{reflist}}
[[Category:Role Playing Game]]
[[Category:Video Game Tropes]]
[[Category:RPG Elements]]
[[Category:RoleCRPG Playing GameTropes]]