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Original post by TechnoGoth Quote:
Original post by Edtharan Quote:
First i take from TA's inexhaustible resource system because i think it much more fun system where the amount you have flowing in matters not the amount you have.
This unlimited resource system reduces the impact of defensive play. If you take a defensive strategy with an Unlimited resource system, one player (the one with the higher collection rate) will eventually be able to overwhelm their opponents (even if they just sit it out until they greatly out number them).
This wasn't an issue TA. Because for one it had a full range of effective defensive buildings, they required resources to use, and could target enemy blips on the map automatically. So, a well planned to defense force, could cripple an attacking army before they even saw the first turret. Not to mention you could build an unlimted number powerful cannons that could reach across more than half a map and nuclear missle silos, thus forcing your opponent to attack or have their base destroyed from a far.
The last part of your post demonstrates exactly what I was talking about. Those canons and nuke silos are built up and then you overwhelm your opponent's ability to either deflect or rebuild faster than you can destroy them.
The player with the greater amount of resources coming in will have the advantage.
If you have less resources you can not win by a defensive strategy. When in real tactics and strategy defensive battle planes were used by the factions that had the least resources as it was more costly (required more "resources") for the attackers to attack a well defended location than it cost for the defenders to defend it.
With TA, and other unlimited resource systems, the defender needs more resources than the attacker to successfully defend.
This is not a problem if that is the style of game that you wish to make. It favours the player that is willing to risk their resources (spent to build troops, etc) to acquire more.
In Unlimited resource games, it can be worth it to loose more troops (than the defender) to gain just 1 more resource point, as that point will eventually replenish the troops you lost. Depending on how fast it can replace the lost troops will be the limiting factor on how many troops it is viable to loose.
Unlimited resources favour aggressive play styles, which, in RTS games can actually be an advantage as it encourages players to go out and fight each other (tactical play).
The down side is that it discourages strategy (long term plans) in favour of tactics (like when the units are fighting).
Because Unlimited resources do encourage tactical play, I think including them is a good idea. This give more "action" to the game. Players don't spend 30 minutes building their base and then 3 minutes obliterating the enemy with little or no contact in between.
However, too much reliance on unlimited resources will limit the effective strategies of the game to Rush strategies. Instead of consolidating areas, the player who rushes and gains the most ground will end up with the most resources and therefore the most units and therefore overrun the enemy.
This is why a mix of the two resource paradigms is better. Starcraft uses it (Crystals are limited, but Vespene is virtually unlimited - it just reduces the quantity after a period of time).