Dzine: If important buildings are fragile AND base defences are weak then you end up permanantly filling your base with lots of tanks, infantry etc..it being the only viable defence...boring crappy games which end when you have 10% more units than the enemy, thus being able to demolish their entire base in seconds due to the fragility of key buildings
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This isn't true. Try playing TD games and watch how the base defenses work in a 1v1 game vs units. Defenses in TD still strong but not like how they are in RA. Units can still trump defenses and in TD it isnt blob vs blob. Its about what unit is mixed with what to counter unit X and Y types to eliminate.
Fog of war wasn't an issue back in the original because people were not that fast and screen ratios. OpenRA allows for 3 monitors to be hooked up and span across the entire battlefield. Let alone resolutions with 1920/1080. Essentially, fog of war became very important to RTS games because people got better. Found builds to counter act without fog of war and always spot the attacks. This caused games to reach stalemates really quickly. Fog of war is the solution to this for surprise builds and attacks. This also enables the importance of fast mobile units.
Defense Balance Discussion - Red Alert
Discuss changes to defense balance here!
Just want to mention that I play OpenRA on my 4k TV and it is glorious. I can see the entire map at once pretty much.AoAGeneral1 wrote: ↑Dzine: If important buildings are fragile AND base defences are weak then you end up permanantly filling your base with lots of tanks, infantry etc..it being the only viable defence...boring crappy games which end when you have 10% more units than the enemy, thus being able to demolish their entire base in seconds due to the fragility of key buildings
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This isn't true. Try playing TD games and watch how the base defenses work in a 1v1 game vs units. Defenses in TD still strong but not like how they are in RA. Units can still trump defenses and in TD it isnt blob vs blob. Its about what unit is mixed with what to counter unit X and Y types to eliminate.
Fog of war wasn't an issue back in the original because people were not that fast and screen ratios. OpenRA allows for 3 monitors to be hooked up and span across the entire battlefield. Let alone resolutions with 1920/1080. Essentially, fog of war became very important to RTS games because people got better. Found builds to counter act without fog of war and always spot the attacks. This caused games to reach stalemates really quickly. Fog of war is the solution to this for surprise builds and attacks. This also enables the importance of fast mobile units.