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If others don't want to pause, it's also ok.
To each their own. It's a game to be enjoyed how anyone wants it. :)
it's not as simple as adding an option, because the game balance is significantly affected to the point you effectively have two different games that you need to allocate resources for. From a design perspective, that doesn't make much sense.
There's also the case of game identity. Does it want to be an RTS game or a RTwP game? Trying to play both fields is pretty ambitious, and probably a waste of time from their point of view. Especially when there's more important things that they should be working on, like another faction, more maps, and larger maps with more player capacity. Stuff like that would benefit every player, which is more attractive to the developers than something pretty niche.
I think the best kind of middle ground would be to add an easier difficulty that slowed down the pace of the game significantly more than the current difficulties.
I think in a single player game, you 100% be able to pause when ever you like no matter the genre, real life takes precedence. But that can just be locking the game up with a big "paused" banner on top.
For multiplayer, that's obviously abusable, and the other player has to suffer, so no pauses, or very limited pauses should be the norm.
Now, as for issuing commands while paused, or an "active pause", which is what I think you are talking about... I think it depends on the game.
It works great in total war, which is also an RTS, but it is a very single player focused RTS, and the campaign is TBS, so it appeals to the 4x community too.
For in the campaign, I don't think it matters if it's available or not, though if it is available, I think it should be removable, and only able to be changed at what ever time you can change the campaign difficulty, and maybe have higher difficulties be incompatible with it.
So if it's a thing on easy/normal, that's fine, but being available on hard/harder/harderer would detract from the game, because it would muddy as to if you 'really' beat the game on the hardest difficulty if it was enabled.
Now to be clear, I use active pause a LOT in TW, and often fight battles at half speed, because I don't have the APM needed, I am not someone who is ever going to play an RTS game more than the campaign (though I do like them, and do watch pro's play).
I think end of the day, more accessibility means more sales, and more money for the game, meaning more dev support. So everyone who plays the game regularly benefits from more sales to casuals who will just play the campaign, but if it takes too much development time to enable an active pause, (since it's not something that all engines can automatically support) then I don't think it's something that is needed to be provided. Especially if the same effect can be created by adding an "easier" difficulty, using much less dev time.
Back in 1990s and 2000s, I'd probably feel strongly about playing at the "intended" difficultly level but I was (barely) in school at the time and had all the free time in the world; also probably too much pride about what is for most of us just something we do for fun.
Now, I'd rather have the damage balanced the way it is in "normal" or "hard" but not have to worry about fumbling with the interface. Between all the software (CAD, FEA, vacuum simulation, project management) shortcuts already occupying space in my muscle memory, age/exhaustion related slowing of reaction time, and, not to mention, with real life stuff to do, limited free time, and a variety of games on offer, sadly, not having active pause may keep me from playing this game through as awesome as it seems on paper. Then again, I guess I bought it and I won't give it a bad review over lacking active pause, so mission accomplished as far as the publisher is concerned...
This.
It is not just "optional" QoL option or "accessibility feature", it has essential impact on the RTS gameplay.
The reasonable option is to play on easy difficulty, it is pretty much chill - so You can read and learn about objectives, unit descriptions, abilities etc.
I am also Total War player and I am pausing/slowing tactical battles in TW...
But Total War is not "classic RTS" like Tempest Rising and TW is completely different type of game...
As before, I would like to ask...
Do You think, that You can not play this game without active pause?
How about the easy difficulty?
We're not talking about some 4X grand strategy game where you literally don't have time to mentally compute everything. You're supposed to be under pressure, that's the point.
At least that’s the difference between a tactics game and a strategy (or specifically rts) game, according to the TR design head.
So the other person using TW as an example isn’t actually the best example, since the genres are different.
TW is a hybrid game 4x/RTS, and thats why it has active pause. An rts with active pause does not feel like a full rts.
If you want the game to appeal to casuals, then just make a casual difficulty easier than easy
First, i'm not actually advocating for an active pause. I was just pointing out it's not really a problem if the devs can implement it for the easier difficulties with minimal effort. And that anyone wanting to use active pause was never going to be on ladder anyway.
I don't think how good (or bad) at RTSs I am is particularly relevant, I brought it up to show my natural biases. But I'll answer it anyway since you asked.
I've played plenty of RTSs, and finished campaigns in many, as a kid I loved them, though i was never any good.
SC1/SC2/WC2/WC3/AoE3/GreyGoo/Ashes of singularity/C&C Generals/C&CRA3/planetary annihilation, probably some others that I've forgotten, all completed
I've tried to play, and failed to finish a bunch of the early C&C games, C&C/C&CRA/C&CTS as well as AoE2 (which now has a LOT of campaigns, so not finishing them all isn't that surprising), as well as some obscure ones people might have never heard of like Z steel soldiers.
I "can" play them... but I almost always end up having to play a long macro game on every map, or abuse how bad AI generally is at dealing with artillery slow rolling through, even though I know with better micro you 'should' be able to beat the level much faster with much fewer units.
Some times when I've been excited for a game I've tried to get into skirmish maps to see if there is any chance of doing anything multiplayer, the closest I came was with Ashes of singularity, which I really liked to fact that battles have minimal micro, and infinite unit queues, but even that game had too much micro in the economy, and i'd end up losing track of stuff, and not being able to expand fast enough to be considered remotely competent and just falling apart completely once pressured.
Also, the moment I have to start "training" for a game, i lose interest.
So i'm very unlikely to ever play multiplayer in this game.
Slower paced strategy games like 4x, TDs, or Tactics games are what I generally stick with.
The closest one can get to active pause in a traditional RTS is something like what Tiberium Wars/Kane's Wrath did where you can pause specifically command inputs so you can set up your waypoints to then resume, with the battlefield still changing while you do that as it only keeps your inputs from being instantly carried out.
To be honest, I am not sure, what exactly related to Tempest Rising (this game) do You want to tell here...
About the Tempest Rising - it has easy difficulty option, and I finished GDF campaign on normal - it is quite easy and chill (but not boring) on normal.
So do not "fear" to try this game, because it does not have an active pause - it is not "micromanagment hell" and "full of stress"
If You finished C&C Tiberian Sun or Starcraft, You would be definitely fine (enjoy) Tempest Rising on normal and there is always easy option.
Just skirmish AI is very effective on normal, so play on easy first
BTW: AoE2 has many campaigns, but very unbalanced, many people do not like them