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: HW is more of an action-RTS tailored to play with a controller. Which fits
: it. It's part of what makes the game and the tech unique. No other RTS
: that I've encountered replicates the feel of the game or the ease of use
: with a controller (because HW was designed from the ground up for
: controller input)
Even as intuitive and slick as Halo Wars' control system was, the whole game still felt like a truncated RTS. Balance was simplified, resource management was narrowed, and gameplay was optimized for large masses of units duking it out on open battlefields. A lot of features that are standard in RTSs were removed because there wasn't enough buttons for them, like command queues and hotgroups.
Let me make this clear: None of the above is a bad thing. It just wasn't a good fit for a Halo game.
: I'm just not convinced of a true sequel using another party's engine and
: mechanics. It's just like you wouldn't go and make commercial Halo FPS
: game in the BF4/Frost engine just because it sounds cool to replace
: Americans and Russians with UNSC and Covies and play with up to 64
: players.
I wouldn't do it because it sounds cool. I'd do it because the gameplay fits Halo like a glove.
Ever since I played the first game, I wanted a Halo RTS. But the ideal RTS wouldn't just have Halo assets modded in, it would be like playing the FPS games from thirty meters in the air.
I wanted to order Marines to set up GPMG turrets and capture Shades. I wanted to set up flanking maneuvers between Scorpions and Wraiths. I wanted to order infantry into buildings for cover. I wanted the game mechanics from the Halo trilogy lock, stock, the whole freakin' lot. And Company of Heroes comes closest to that, without getting bogged down in the details like Men of War did.