Back in my post, I mention a lot about units having unique behaviors. Both based on unit type and a preset behaviour chosen by the player. Grunts, I think, need to be able to get within range easier. When in battle groups alongside long range units, they simply stick to formation without intuitively getting within range to make themselves useful beyond being cannon fodder. All too often I see my grunts simply soaking damage with what little armor they have, and most don't fire a single sh
Andraeus92
1. I, too, think having generators being a supplementary structure would be in the best interest of development. Perhaps giving small bonuses to other aspects of upkeep rather than just power. Maybe even splitting bonuses amongst other types of strategic points. (One plant gives you boost to power while another gives a small percentage bonus to metal extraction, etc) Turning it off entirely I think is a given and will more than likely make it into the game (or so I hope lol) &
It would be such a great addition, I truly believe. Ambushing has always made me a little giddy when it comes to RTS games. It's so thrilling in such an odd way. That would be great to see, really. Truly intelligent AI in an RTS is something of a rare occurrence, for some reason. Perhaps not enough studios give enough attention to it. Or, perhaps, they simply don't want to complicate the game. Further still, maybe they just didn't have the tech or manpower to make it happen. I bel
Hello all! I'm hoping this thread gets pinned as a nice general discussion of features and content we want to see in this amazingly ambitious game! To start, I'd like to name a few things that need improving, in my honest opinion. Unit A.I.: This is an area that I'm sure will get a lot of TLC in the future, but I'd like to note a few things t