It would depend where and when. An army on their own territory might know the terrain. An army on enemy's territory would try to send scouts ahead as opposed to wondering randomly, too.
So at the army level it would almost work out like the they have "psychic" powers because they have scouts. At the individual units it would depend. But it would also be kind of annoying to play if the realism is increased too much. Like they wander into the woods and get stuck in a bog and die of hypothermia.
[0] https://en.wikipedia.org/wiki/Battlezone_(1998_video_game)
Since rock dots don't affect the pronunciation of the name, you wouldn't expand to add a letter (which would affect the pronunciation) if you can't type the decorative dots.
Realtime Strategy doesn't necessarily require that you have a top-down perspective or a specific set of controls, right? Pretty sure Brutal Legend is also technically considered an RTS
> But then you (the player) shouldn't have a proper map of your own, either.
In aoe2 you don't have a full map. I imagine 0ad is similar being a clone
It's also why Brood War players got into the habit of spam-clicking, because the game would recompute paths every time you issued a command, so spam-clicking resulted in smoother movement.
I'm sorry but huh? It's a RTS game, aren't moving units around on the map kind of a fundamental part of the genre and this game?
> Realistically soldiers should head in the right compass direction and hope for the best
If you implement unit movements in a RTS like this, they'll get stuck half the time you ask them to move anywhere, unless you want micromanagement of unit movement to be 90% of the game, which I don't think anyone would find fun.
This would be behaving like a caged animal, and in a game, that's good, and better than a smarter algorithm. You don't want them to be idiots, but you don't want them to be magic, either.
The old "follow the left-hand wall" maze-solving strategy is another naive way to get out of a trap. It's not fun gameplay, but it's naive and it exists, so better naive strategies do too.
It also doesn’t at all address inter-unit collisions, which is a big topic in RTS pathfinding.
It would be even fancier if there was some logic to take into account the position of your mobile units as well - for example, to avoid massed troops except in favorable conditions.