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* ''[[Age of Empires II (Video Game)|Age of Empires II]]'' had the defensive orders, which were useful if you wanted a unit to not stray too far away from a position. Unfortunately, some hostile units could fire further than the distance the defensive unit was scripted to respond to aggressively. The result was that the unit would just stand there and get peppered to death. (I don't know if other ''[[Age of Empires (Video Game)|Age of Empires]]'' games suffered from this or not.)
** If you order peasants to build a building, and they are fired upon while doing so, they'll walk alway until they're out of range, then return to try to construct the building again. If you order a dozen peasants to work on the same building, often they'll be able construct the building before they all die. But if there's only one or two peasants, often they'll just walk back and forth, getting shot at, without ever doing any work on the building, until they die.
* ''[[Fire Emblem]]'' 7 makes the commander an entity to represent the player (but has a minor role and second playthoughs give the option to remove him entirely.) who can issue someone orders from any distance. The rest of the games simply make the player a [[Non -Entity General]] (though FE 4 has the oddity of units cross country coordinating)
* ''[[Command and Conquer]]'' games have this in spades, if an enemy attacks from outside their detection range they'll just stand there slowly dying, without even thinking to move away. The ''Generals'' series added an auto-retaliation option that let players allow their units to attack enemies who engaged them from outside their sight range.
** Being able to rapidly communicate with the soldiers, though, is actually justified in the setting by the EVA units relaying orders quickly and decisively to the troops in the field.
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* Justified in ''[[Starcraft]]'' for the Zerg and Protoss factions because it is explicitly a psychic link.
** Also might be justified for the Terran faction - the lower units like marines, firebats etc., who are brainwashed, drugged soldiers in power armors. The higher units like armors, fliers etc. are experienced and ranked. Actually, whenever you select multiple units, one of them (the one with the highest rank) is selected as a "command unit", which communicates with you. And it is in the future with rather few units (max 12 units get commands at the same time) - radio is quite fine for that, especially when you consider that there is hardly any cover and that taking cover with a ton heavy walking behemoth is not all that easy or practical for most cases. And for heroes... do we even have to go there? :)
** The Terrans use Adjutants to control their troops, so it's not infeasible that, in fact, the commander's interface literally looks like an RTS and the AI relays orders. For example, when the commander "selects" a marine and then "selects" an enemy to attack, what actually happens is that the Adjutant translates it into orders communicated through the marine's [[Power Armor]], via either voice or even by highlighting said enemy on the helmet's HUD. The real question here is who controls the units through the "RTS" overview screen in ''[[Starcraft II (Video Game)|Starcraft II]]'' when Raynor is a playable unit on the battlefield, because the player is explicitly Raynor himself rather than some [[Non -Entity General]].
*** Usually, missions with Raynor as a playable unit involve him personally leading a small unit. He could just be literally ordering his squad around verbally.
* Anything with massively advanced communications or [[Psychic Powers]] can be expected to use something like this.
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[[Category:Acceptable Breaks From Reality]]
[[Category:Easy Communication]]
[[Category:Trope]]
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