Such imbalance is not only not implausible, it is likely. What IS implausible is that it would not be possible to refine and balance such ideas over some six years of production.
And Dune 2? Why did it need for two of its units to be different from one another across races? And WarCraft 3? Why did it need to have RPG elements in the gameplay?Innovations need purpose. SC1 needed distinction from WC series to meet fan expectations that this isn't warcraft in space, which the original alpha heavily resembled.
Note, unless you can come up with an explanation for Dune's pioneering, we're stuck in a hypothetical 1992-X, which continues on where no different units across races were invented. No WarCraft 2. No StarCraft. No WarCraft 3. No StarCraft 2. Because that's what Dune 2's pioneering for the sake of pioneering brought about. Still think they made a mistake?
You attempted to point out. I've already explained why you failed miserably.I read that page and it says the legacy is for revolutionizing RTS balance (which, as I pointed out, is untrue
P.S. I'd really like to stop arguing with you until Nicol can clear up whether my interpretation of his argument was or was not correct, if you don't mind. That seems kind of important to me, so I don't want to detour away.





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