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Old 06-08-2009, 09:53 PM   #11
Blood-Pigggy
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Join Date: Jan 2005
Location: Wilmington, United States
Posts: 2,660
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That's all right, but my problem is that a lot of games attempt to take the massive unit count approach but don't pull it off properly simply because they don't have inexhaustible resources. RTS games with faster pacing either need to adapt an inexhaustible resource model or pull out their hair attempting to establish a proper exhaustible resource model that keeps up the pace.
I want to see more of it, I want more games that use it properly and use it to effectively pull off an RTS with large scale and hectic pacing, SupCom didn't do it right because it was slow and unbalanced even with its inexhaustible resource model.
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