This was in large part due to veterancy. A few higher tech units could not effectively be killed by more numerous lower tech units because despite...
Hmm. But, here is the other thing to consider. If different units can be built with different amounts of mass and energy, different strategic options...
Yes! I had suggested bridges in a thread the other day. I think it would also be good to have two or three different sizes of bridges. Cheap narrow...
Hmm. It has potential to be an interesting mechanic. Build something between your base and a destination in order to speed unit movement to that...
I think being able to smash a planet into another planet would qualify as a new unit archetype. I'm satisfied with that. :)
Naval transports for shoreline invasions. Yes. That would definitely be awesome.
I see nothing related to hitting unit limits that changes anything I've said. And, you are making a couple of assumptions that don't necessarily pan...
That's what walls are for, actually. Let's have buildings be buildings, and walls be walls. :)
Yes. But don't just think about it in isolation. A player can choose to build 20 air factories, but 20 land factories will always produce more units....
I kind of understand that point, but I actually tend to think unit tiers are a good thing. The big problem was veterancy. The higher tier units...
#1 If you restrict the number of engineers you can send to assist a factory, build times will matter a great deal. #2 Even if you don't restrict the...
Yep, 12 pages on air superiority and going strong. Some things in RTS never change :lol: It seems to me that the majority of discussion is taking...
I'm heading off to have a celebratory drink right now :D
I never said AA shouldn't be effective. I am saying AA should not be PERFECTLY effective so it stops ALL aircraft no matter how many you send. Here...
Yes. Which is why I suggested if that is the goal, make it so air units take longer to build so such swarms cannot be put together quickly.
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