I was recently browsing through the Supreme Commander wiki and soaking up as much as I could (I don't know why, I just love reading game info), and I started thinking about something.
In a lot of modern or futuristic RTS games, players are given the ability to recruit both humanoid infantry units and armored machines. Normally, infantry units are only used until the player has gained enough resources to start churning out the tanks, since as we all know a single rifleman can't fight down a single tank. This is realistic.
However, this means that infantry are eventually pushed out of the game entirely, since although cheaper and smaller, they can't compete with the raw power provided by machines. After a while, you're left with only tanks (or their equivalent) duking it out on the battlefield. The only time humanoids would appear would be if you need them to repair the tanks, but there are normally workarounds to get that kind of effect from a vehicle too.
Certain games (Company of Heroes being a good example, since it's a name I can remember offhand) tried to alleviate this by giving infantry units more versatility, such as being able to hide in buildings or take advantage of cover.
However, these minor strategic abilities were not enough to make all that great of a difference, since tanks can just destroy those buildings or roll over the cover. Or you could just flank them with tanks and turn them into little pieces (god I love the gibbing in COH...). As such, even in the more infantry-buffed COH, the games tend to go to the more armor-heavy players.
I believe that this is due to the infantry units not having their full strategic potential realized. The infantry units, as some infantry-players will confirm, are quite capable of taking out tanks. The problem is that you need to micromanage several groups at the same time in order to get the greatest benefit (or, really, any benefit at all aside from just being another target).
The idea that occurred to me while reading the SupCom wiki (I'm not entirely sure why, since SupCom lacks infantry in any form. Unless you count the T1 units as "infantry") is to treat infantry differently from armor.
Imagine a basic RTS game, everything's pretty standard in regards to accumulating resources, building buildings and having those buildings make tanks.
Now picture a special building (called "barracks" for lack of any more original or fitting term). This building does not have a standard "push button, tank comes out hole" setup. Instead, it has a few icons depicting various infantry squads.
What happens is that these buildings will, most likely at some minor cost, automatically produce and maintain the squads set up in its profile. When these squads are released from the building, they are completely controlled by the AI. They will go about doing cool infantry things, such as automatically patrolling the base or hanging around buildings. Should anyone die, they will quickly be reinforced or at least patched up at a barracks.
These units cannot be directly controlled (or perhaps even selected) by the player. Instead, you could place infantry objectives much like the reward flags in Majesty. Now, to give the player a bit more control, these objectives could be given a range, perhaps as well as some other settings (such as what types of infantry units would be drawn to that objective). Any infantry units inside that range would, of their own accord, move towards the objective and try to complete it. The range could be used to prevent all the guys in your base from just going for a long stroll (I like big maps), while still snagging those dropped off at a delivery point set up by some transport.
The important difference would come when these guys actually get into combat. The main advantages of infantry units are versatility and stealth. As such, they should be able to move in ways and into places the bigger units wouldn't be able to, and be very difficult to detect.
In COH, infantrymen will only move (in any real sense of the word) if you tell them to. These AI-controlled infantry units, however, would deviate from their position as much as they saw fit in order to complete their objective, get a good shot or just stay the hell alive. This would all be worked out by the AI, king of micromanagement.
This would allow for infantry units to provide you with everything from near-passive support (automatically patrolling your base, produced without you having to do anything more than build the barracks, and could also be set up to hitch rides on tanks to provide a little helping hand when you're doing the standard fighting) to effective strike teams or sabotage efforts (with the help of objectives, dropships and advanced training and equipment, the stealthy and versatile infantry units would be able to get in where others wouldn't be able to, and possibly do such fun things as capturing/blowing up enemy buildings) to simple recon (providing difficult-to-detect scouts which automatically go out and do their job once produced).
Now, I've mentioned a difficulty in detecting these infantry units several times now. This does not mean that they automagically fade out of sight or something similar, it just means that they are so small in regards to the stuff you're really paying attention to (tanks), are most likely camouflaged in some minor way, and are not treated as normal units for the purpose of alerting you.
Even your own infantrymen, within reason, should not be able to alert you with the same telepathic "unit killed" or "you are under attack" notices provided by other units. This would allow a specially-trained stealth team to take out outlying guards and sneak in to do some mischief. If a guard were to raise the alarm, however, then you'd certainly know about it.
This is pretty much just a bare-bones fantasy dreamed up with the purpose of providing the undoubtedly cool infantry units with a little more use, as well as cinematic effect, without having to go through all the micro needed to keep them useful. I brought it up here because I want opinions. What do you think about how infantry are treated in RTS games, do you think this idea (or some variant thereof) could be applicable/enjoyable, and how do you think it could be improved?
While we're at it, I may as well throw in my belief that buildings should be more important, fixed objects rather than player-specific plants. What army in its right mind would build a (or several) whole tank factory on the front lines? I feel that you should use a building, not outright own one. This could give certain map areas containing specialized buildings more importance, and could allow people to fight over control of the building, rather than just smash it and build your own in its place.
But that's secondary. I'm mostly looking for infantry-related comments right now.