Which is why you need tiers of increasingly powerful units. A GM or Zaku II, say, will be able to do a lot of damage... But a force of tanks can cheaply slow one down until you get one of your own to counter it. At which point, your opponent either has to back off before GM + tanks, or bring up more forces to try and continue pushing and risk leaving his base open.Pxtl wrote:Ever played WC1 or 2? Games that focussed on that kind of gameplay? They're mad rushes and nothing else. As fun as "gundams kill everything" sounds, basically the game would be "first player to build a gundam wins" - unless the gundams move slow enough that you take a while to arrive at the enemy base so he can build more before they get there... which hardly sounds like sophisticated gameplay.
Not superunits so much as powerful units.
The WC2 case you mention, from what I remember of that game, was because only a handful of units could even attack the fliers, so they could go right over anything you could put in their way. In this case, lesser units are a credible threat to larger ones, especially if massed, so they must be dealt with.
Why do Spring mods have to religiously follow TA's gameplay design? I'd think the engine would be flexible enough that you could deviate from it by quite a bit.Second, a "unit oriented game" doesn't fit with TA's style of capture-and-control of metal points - putting up HLTs and mexxes everywhere just doesn't jive. I'd go for a C&C-style of harvesting - maps focus on reclaimable wreckage, with only minimal metal points. There would have to be heavy use of mobile jammers and recon gear to keep your harvesters defended, and you could even have the Dune-style "scouts sighted enemy Gundams near the resource field, get a transport to pull the harvesters out and get the defenders cloaked".