We have the path finding devil again. Even though lots of games do this and they don't have a problem and PA probably has a pahtfinding system that...
I agree but I have something to add. Map size isn't absolutely a function of unit movement speed -> time. One must also account factory and unit...
Thank you. You've been a light of brilliance in these otherwise murky forums.
Quoted for emphasis.
by making buildings stick together like in TA and SC1/2. In supcom buildings don't stick together, most units can slip through; it means careful...
NO ARBITRARY DIMINISHING RETURNS please. instead the solution is glaringly obvious. in early supcom, engie spam was worse than it is now. FA amended...
I hear this argument a lot: that ammunition/fuel is somehow arbitrary, and that it makes no sense for planes to be the only one with fuel or...
That is a bad justification, which I don't agree with at all. T1 air rushes aren't a problem, they're an integral part of interesting gameplay and...
Why is this relevant or needed?
Why is this even discussed, of course wreckage should block units. Modern day path finding can cope with it.
Do it like they did it in Starcraft Brood War: have a minelayer that has a role OUTSIDE of its minelaying ability. In the case of SC:BW the vulture...
Yes.
Exactly. I don't see how landing is such a great tactic though, it mostly leaves your planes doing nothing and being vulnerable to airstrikes.
Air fuel and decent AA would fix this.
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