Does it really matter these days which is more intensive? (I mod with the source engine (i.e. TF2/HL2)) Source spends more time updating animation frames(multiple integers each entity), game states(lots of stuff), health (float per entity), movement(float and vector per entity), world positions (three floats per entity), ammo (multiple integers per entity), freaking eye vectors(I mean thats just showing off), prediction numbers (for all that previous stuff), and a metric ton of other crap that the commands for keyboard pressed/not pressed, which are smaller than the vectors used for which way your eyes are facing... does NOT effect the network speed AT ALL!!! NADA!!! ZIP!!!
Let alone a click which is simply a world position... how many of those do you think are floating around in a game? EVERY SINGLE UNIT has a world position (And a couple other variables) that need to be updated evrey time they change, spamming clicks or keyboard keys are by no means going to cause adverse network traffic! Let alone the fact that the speed and bandwidth of connections today can handle a lot.
Both use about the same net traffic (actually the click is more expensive cpu wise as pathing needs to be calculated each time) So stuff the whole, 'the engine can't handle it thing' as clicks are harder (and I say this from experience) to implement than freaking arrow keys. (though granted in a rts environment it might be a little more challenging)
And on five other points:
And how do you handle your hero when you want to explore the map?
Let's say your units are in the middle of the map. You are zoomed in and exploring, while having your WASDhero offscreen. How do you quickly move the guy there? Zoom out until you see both and move him? Slowly move your way there, estimating where you have to go from?
Misfunctional.
starts with C and ends with lick.
And either way I don't care either way, but devs, just make sure I can rebind the keys!
innociv I thought you were for it why are you trying to make the point WASD is more taxing? (don't argue with people who agree with you >.>)
Also fR1Xi0n your arguments mean more with reasons besides, "You apparently don't have the game experience to know." i.e. insulting people, and besides 'You apparently don't have the game experience to know' that they're really the same network wise.
The cheap version would be delta compression where yes you keep going if you lag, the expensive one would be through updates, because of the way RTS engines work, delta would be best because it's already set up to lag by default, the entire game has to be refreshed anyways, whats a nibble (and yes thats a real term) more?.