RTS complexity is about decision-making and that’s the beauty of the genre. But modern games sometimes overload players immediately. So, having a high cognitive load at the entry point creates early drop-off. Back in the day, campaigns acted as tutorials where you learned the economy. Now some...
I respect your pick. I mean Protoss is great, but analytically, faction choice in StarCraft II is usually a psychological thing. Most of the people don’t pick the “strongest” race. They pick the race that matches how their brain likes to process things, especially strategy.
In games like Age of Empires II, StarCraft II, and Command & Conquer, base-building is all about risk management. So, the best base-builders think 5–10 minutes ahead. If your layout cannot survive one surprise attack, then it was never efficient.
I agree with this, but let's zoom things out a little. A remaster of Rise of Nations will only works if they understand why the original worked. It wasn’t all about the history alone . It was the economic pacing, territory borders, and how the military pressure was tied directly to your...
Tempest Rising is clearly targeting that classic Command & Conquer energy, which is the base-building, faction asymmetry, alternative-war theme. Conceptually, that’s a smart move I must say. But execution will decide everything.
Let’s settle this calmly. I think macro wins more consistently. Micro can win engagements while macro wins matches. If your economy is stronger and the production cycles are more tight, you would create a structural advantage. Even if the opponent out-micros you in one fight, your reinforcement...
You can't sustain a game on the hype alone. What will determine Stormgate’s future is three things:
1) onboarding quality
2). balance patches, and
3). post-launch consistency.
RTS communities are very sensitive to imbalance. If one faction dominates the ladder for too long, the competitive...
If we’re being honest and analytical, Age of Empires IV probably has the strongest overall case. It is modernized without over-simplifying things and the competition is aspect is stabilized. That balance between nostalgia and evolution is hard to achieve.
I’m not against it, but we need to look at it critically. RTS is all about structure. We are talking about the economy cycles, timing, map control and other things. RPG is about progression, heroes, emotional attachment. If you add RPG elements carelessly, you are going to slow down the tempo...
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