[quote]At the start of the war with the Substrate, the PHC lacked any direct counter to the Substrate Mauler or the Substrate Drone Hive. It is important to understand that the Substrate designed its units knowing who its enemy was and thus started the way with a significant advantage. [/quote] Are using the current state of the game's balance as a launching point for lore? If so, I applaud you. I have to say, despite my initial reservations
Sonar_Taxlaw
[quote]So everything you wanted to know about the sausage factory is in there. [/quote] Frogboy, if you are trying to play off the "how the sausage is made" idiom, you have to make the connection more explicit. Otherwise, it sounds like you are talking about a homosexual male orgy.
[quote who="Frogboy" reply="15" id="3633771"] Ah I see what are getting at. Yea, an army is treated as a single unit. That is supposed to be the advantage of building an army is that the other units can effectively screen it lest the game be about who can micro the best. [/quote] And I think that is an admirable thing to avoid Frogboy, but with this coupled with all the games other features or lack thereof, it really feels like
The British in Company of heroes 1 (and to a slightly lesser extent 2) take the cake as most unfixably broken faction in an RTS ever as far as I'm concerned.
I'm glad to hear some of my ramblings make sense. And I agree with you that the game has much to praise about it, and certainly, I enjoy it to. I think the idea of an RTS that takes some of the hectic-mirco away is great, and I get sorta mad when I see people on this forum basically asking the game to be remade (usually in the image of Forged Alliance). With that said, I feel like the devs either haven't come up with, or implemented a way to make the player feel trul
Alright, fair point, to an extent: i did overstate the issue when I said that "Sins combat was a non-entity." Sins did have dynamics to its combat, but it's combat wasn't really what I would call fun, probably not what I would call engaging, and absolutely not an ideal fit for a game like Ashes . To be fair to Sin's, it kinda worked in its case for two reasons: 1. the player has other priorities in Sins outside of just "base building" (like the expansive tech tree, diplomacy ect.)
First off, and I generally hate people who do this, I am very appreciative that a game like this is being made. Good to know their are like minded people out there. Thanks for making this game, basically. So my main question about where the game is going, is how is it envisioned that players are to feel more responsible or involved with their units (or if such a change is envisioned)? To illustrate, while I appreciated what Sins of a Solar Empire was trying to