And the classic response...

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Hell yes they are. Cosmic Encounter is pure awesome, because there is almost no chance of elimination - a player may be down-strength if he has lost too many units, but actually being beaten down to the last man is rare. So, you have a war game where everybody is in from start to finish, and alliances flow like butter on a frying pan.manored wrote:Well, you forgot to say the most important part... are those games fun? :)
The idea between TotalA and SupCom is to make a sandpit with lots and lots of possibility, to build an environnment rich of interaction, and wait for the balance to emerge. It worked for TA.KDR_11k wrote:Orf course then we have to ask, since the goal of an RTS is to be a game, not a simulation, then why would you add so many factors to it that you cannot balance it anymore and the game completely derails?
Or it could only prolong the already decided gameThe heavy wall and defense would buy newbies enough time to have fun toying with stuff, unlike current *A mods where a newbie can get killed before producing his first mobile unit.
The problem with slippery slope is not that a decided game last too long, it is that the part where the losing player is so utterly dominated he has no fun is too long. For instance when I play Deci on EE, the outcome is decided from before the game starts. Yet, even if I lose, as long as I built many units, have reached tech2 and have managed to do a couple suprise side attacks, I'm happy.Or it could only prolong the already decided game