1. This was simply saying that most large scale battles in RPGs svck. The reason being is that large scale battles are a highly different problem than a small scale on for an AI to solve. Large scale battles need things like unit cohesion. A small scale battle does not. Also, a battle is incredibly difficult to follow on the ground level, so the player character can't actually be in charge, which limits player choice (and isn't very fun in my book). Plus, in any truly large scale battle, living or dieing would be more a matter of luck than skill (unless you count cowardice as a skill).
2. ... huh? Who? Where? What? How? RTS means Real Time Strategy. Basically it's a genre that's nothing but large scale battles. Thus a game that does large scale battles really well would be closer to an RTS than a RPG. I'm just attempting to further reinforce the idea that doing large scale battles correctly takes far to much away from the other aspects of the game.
1. Unit cohesion is nice at the beginning. But we all know that doesn't last forever. As soon as you enter the battle, it's all about randomness. It's like smashing a butter block against the floor: it keeps compact at the top, but the bottom gets more plain and chaotic. An army is basically the same. And I can't see why a nice battle can't be fun, although you aren't in charge...
However, 100-200 NPC's in each side is not SO massive in order to require such complex things like leadership, tactics or unit cohesion. We're not talking about 5000+ per side here...
2. Somehow I confused the latest "S". I thought you meant "Shooter"
ok, that was nice read. but you know what I mean. I just don't want it to be full out massive battles everywhere. they would just get in the way.
I'm not saying the entire game to be a big battle. But one or two would be nice, don't you think?