06-08-2009, 09:53 PM | #11 | ||
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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07-08-2009, 01:00 PM | #12 | ||
Join Date: Mar 2005
Location: Roeselare, Belgium
Posts: 1,442
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Oh, I know tons such issues:
- improper use of checkpoints - auto-healing after seeking cover (yes, Halo shield) - recharge points where you need to run to, to recover health & ammo & other expendable items - enemies that can cause diseases which you can't heal yourself but need to run ALL the way back to a town or a healer to cure - cheating AI - team mates that get in your way and that require too much baby sitting etc. |
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