- Supply Lines
- Variable Height Terrain
- Walls
- Player created landscapes: (Walls, base building, supply lines, and advanced terrain modification)
Disclosure: The last RTS's I got into were Age of Empires II, Total Annihilation, and a little of Warcraft 3...
The innovations above don't seem like innovations to me...they seem like features that got ditched because of limitations (still present today) in AI and game-testing:
* Walls made it too easy to turtle against AIs and more importantly, play havoc on pathfinding AI. They also make no sense whatsoever in games that take place after the age of (gunpowder) cannons.
* Deformable terrain has the same issues as above...it's a good feature because it adds realism, but ultimately, it seems to require a much higher level of programming sophistication and game mechanics to implement in such a way that it didn't make the game too cumbersome to enjoy. I personally don't think it would add much to a RTS unless terrain deformation was the focus of the strategy...that would be an interesting game. Adding full-featured terrain deformation to a standard RTS? I think it would just make things unnecessarily complicated.
* Supply lines: I think this was essentially handled through the use of "peasants" traveling from the townhall to the town center (in Warcraft and AOE). In Total Annihilation and other such games where mines/power generators wireless send you resources...you still had to allocate resources to protect the lines. In any case, it was a welcome form of streamlining.
* Variable Height Terrain: It seems a lot of games do have this, even Age of Empires (hills and such).
For me, if we're mining old games for innovation, I wish designers would be more open to incorporating more turn-based mechanics instead of making everything real-time twitch based. I still go back to X-Com and Jagged Alliance time and time again.