Posted September 12, 2011
Many RTS games with "economy" and base management have also separate missions where you have only a set of units, and no base to make more. I think many Command & Conquer games, Warcraft 1-3, Starcraft, KKND etc.
The problem I personally see with many "fixed set of units, no way to make more" games or missions is that I never know when I'm beyond the point with losing my units that it has become pretty much impossible to win rest of the level, and instead I should just restart the level. This was already evident in some Starcraft missions without base management, where you didn't know that at the end of the level that you had already played for over an hour, there would be yet another Zerg rush that your remaining units couldn't possibly handle anymore.
So, in practise having only a set number of units makes the game more about unit level micromanagement from hell, and constant reload-save-reload, just in order to make sure I don't lose even the first unit. Not fun to me in the long run, just tedious.
The problem I personally see with many "fixed set of units, no way to make more" games or missions is that I never know when I'm beyond the point with losing my units that it has become pretty much impossible to win rest of the level, and instead I should just restart the level. This was already evident in some Starcraft missions without base management, where you didn't know that at the end of the level that you had already played for over an hour, there would be yet another Zerg rush that your remaining units couldn't possibly handle anymore.
So, in practise having only a set number of units makes the game more about unit level micromanagement from hell, and constant reload-save-reload, just in order to make sure I don't lose even the first unit. Not fun to me in the long run, just tedious.
Post edited September 12, 2011 by timppu