So for example what other game? I'm trying to see what you see.
Temple of Elemental Evil, Pathfinder Kingmaker with the turn-based mode, Pillars of Eternity 2 always with the turn-based mode... And that's only if we want to keep the distinction between party controls during exploration and turn-based combat. If we ignore this, it literally applies to ANY of the old Infinity Engine titles (Baldur's Gate 1 and 2 included) and the interminable legion of clones they received across the years.
Once again I can't help but wonder if you are keeping track of what's actually being discussed here.
Originally Posted by YT-Yangbang
Hopefully I can catch you before you reply, but we've almost said the same things in this thread. That being the most needed and wanted commands are a "group all (action)" list. Group all break, group all gather, group all stop current movement, group all enter/exit sneak. The only difference you are asking is the click and drag to select member. Which is somewhat of a good call, but I'd prioritize the group commands above that. It would make the group controlling so much more smoother, which I believe we agree on. So apart from the click and drag to select, is that the only RTS style commanding you think would help the game?
The difference is that you keep suggesting to add a bunch of "do this for all" specific commands, where I'm asking "Just let me select whoever I want out of my party and give commands to that selection specifically, as this genre always did for more than 20 years". There's a reason if "RTS-like" commands were introduced into the genre, it's not by chance: it's the genre that perfected making the control of multiple units at once as quick and intuitive as possible.