Following on from my last post, I would posit that there is something missing from MP RTS (Multi Player Real Time Strategy) games and that would be the lack of a feeling that success has an impact.
Left 4 Dead is my favourite FPS game because it encourages teamwork between players on both sides and even though the macro gameplay is poor, the micro-events within each of the 3-5 episodes within a scenario, make for an entertaining mix. A lucky strike and a Survivor is dead and the game becomes that bit harder for the remaining Survivors. But other than the accumulation of points, there is no lasting effect for poor performance (or even great performance) within a episode of a scenario.
Myth II almost managed because if you had surviving forces, they would become more “seasoned” in the next episode of the single player. That wasn’t extended to multiplayer (and indeed there was no way it could be) but the thought of a multiplayer game where you began with raw recruits and ended up with seasoned warriors through six episodes of a scenario is kinda tantalising. Especially, with the Myth II model, that a skirmish tends to take about 10 minutes. Historically accurate? No. Cracking good fun? Yes.
So, take the Left 4 Dead model of a multiplayer game having 3-6 episodes, add to it the concept of units gaining expertise between battles (and for high performance during earlier episodes, additional units) and sprinkle a little story across it.