luj1
You're all shills
Mass warfare, "streaming" economy (resource generating builds produce at a constant rate, and production reduces this rate. You don't have a gatherer unit like in your typical RTS), casualties leave behind wrecks that you can exploit for resources. Attacks have actual projectiles too, so they can be blocked by terrain features and wrecks.What are their core design differences?Uff you forgot the 4th. "Total" group of Total Annihilation and Supreme Commander type of games.It's almost like C&C was a good template to build an RTS from. If the fact that they made 7 of them in 13 years (not counting expansions), wasn't enough to clue you in.
I was never a huge fan of c&c, but as long as this ends up being decent I'll probably be in at day0. RTSs are few and far between these days.
CnC is among the three essential RTS lineages,
- the "Crafts" (StarCraft, WarCraft) known for their UI, polished gameplay and impeccable balance
- the "Age of" games (Age of Empires, Age of Mythology) known for their developmental tiers and global powers
- the "CnC" lineage (Red Alert, Tiberian Sun) known for their own "dual" UI, unit experience ranks and "power" resource
If you want a good idea of how the system works play Supreme Commander (but not the sequel, which is a little mediocre and has terrible looking units).
Total Annihilation is alright and for it's time would have been revolutionary mechanics wise, but these days it feels a bit dated and the campaign isn't great. It also has like, no personality, especially compared to CnC and Warcraft II which were released earlier.
Supreme Commander reminds me a bit of Ground Control 2
it was released in 2007?