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Posted

Yes, this is one of the odder abstractions of the RTS genre. I now wonder if it is possible for a game to be designed in such a way that capturing a building requires not only the engineer, but a BCT (building clearance team) of infantry units; the size of this BCT depending on the infantry (Sardaukar, for instance, would excel at this) and the building (an outpost, for instance, would have fewer occupants than a factory).

Game mechanics-wise, you would have to select the engineer and the infantry, then send the lot inside... the infantry would come back out when it's done, but then there has to be some way of figuring what if any casualties they took in the process. And then you'd need workers to crew the thing, and...

All of that sounds hard to represent properly in an RTS, I think.

Posted

I dont think that it would be hard to represent what you just said firefly. I think that woiuld be great and depending on the type and numbers of troops and types of buiildings would determine how long before the troops neutralise the building making it ready for an engineer to come and do their stuff.

I think that would be the right solution for one of emperors few inbalances.

Ixian as i said before i think emperor has been one of the most evenly matched games ever invented. Yes i am pointing out a problem with it but all games have problems and yes i live with it but doesn't mean i can't have a whinge about it ;D

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