I can partially concede the point on the smarty scenario ASADDF. If it was close to the enemy base though, it probably wouldn't live long if the enemy was in the process of building a military, but i do see the "rush attack" OP issue, so that does make sense and make it less appealing. A couple people mentioned autobuild with engineers as sins does it, and that might be something to consider as well, giving general build orders and available engineers automatically mov
silkfire1972
In your opinion not having an engineer would let you do things OP in the game? I'm not sure how, could you please elaborate on that line of thought? An RTS, obviously, but not the same one that has been made 50 times already. I don't feel that eliminating some of the base building micromanagement aspects of chasing engineers all over the place and spending 50% of your time managing resource gathering/base building/and building upgrading. When 50% of y
One thing i should clarify is that i didn't mean you couldn't build multiple factories, just that one type of factory building would eliminate a lot of micro management and chasing of engineers.
The game has great potential. Initial impression is good, and there seems to be a lot to come, I look forward to watching it evolve. If the purpose of this game is to focus on the battles and not so much on resource gathering and base building (which is what i inferred from the FAQ and game description), then some consideration should be taken to limit Micromanagement requirements and their needs. Here are a couple of my thoughts about what could be done to address those i