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These two things are enough to elevate Zero-K above BAR when it comes to freedom of expression through game mechanics. But what truly sets the bar (haha) for me is the control scheme. The consistency and depth of interaction achievable through setting up repair zones, designating bombing runs, cycling through the build menu's, finding your idle units, etc. etc. is truly unmatched by anything out there.
I find that I have to barely click any menu's in Zero-K and am free to focus on the battle, whereas in BAR I'm still kind of struggling. Yeah I could set up keybinds for lots of stuff but the fact that I can only automatically select either powerplants, metal extractors/makers or simple static defense from the build menu is disappointing, and the fact that the quick-keys cycle just messes with my head.
Yeah, you can file some of these criticisms under "skill issue" but I still think the keybinds are done better and more consistent in Zero-K.
That said I do think BAR is what the people want. It looks amazing, the unit designs are sleek, the music is bangin' and it helps that a lot of prominent people in the RTS-streamer space have picked this game up. Games live and die by their audience afterall.
All in all I think it's safe to say that Zero-K has a bit more room for sillyness with some of its mechanics and units and BAR hits that hard-core RTS vibe that I think a lot of people are looking for in RTS.
So yeah, ideally I'd like to see Zero-K and BAR go make a baby, but until that happens I'll just play both.