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The flow economy model meant that a player tracked resource income and resource usage: kept positive, all the queued up units or structures could be built. That is, it was simultaneous building that would consume resources on the fly as they came in that was the core of this model.
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"Queue" may be an imprecise word here, as the player could, for example, have ten factories all attempting to produce a series of units simultaneously (and similarly, have a swam of engineer units all attempting to build a number of structures simultaneously). A player could queue up as many units or structures to be built as desired, as opposed to "buy and build" where you must currently have the resources necessary to build something. The second characteristic is the flow-based economy that worked with build queuing. Big econ ramp up, and a marked ability to come back due to non-exhausting resource patches.
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So, the game would see massive economic growth as every metal patch would give resource indefinitely. Two key characteristics of TA/SupCom that set it apart were economic.įirst, map resources (metal patches) were not depletable. Good times! I didn't really keep up with the RTS genre but maybe I'll give these games a spin when I have the time.
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I didn't like how they looked or their back story but their stats and abilities suited my style. I only ever managed to win with the dark/evil faction. With the traditional human faction, the best result I managed was this stalemate of a scenario in a labyrinthine map. It's my very first RTS and, without aid of the internet, I independently developed tactics and strategy, identifying map choke points and which "kingdom" is best suited for which terrain. I started for the story mode but eventually I found myself drawn to the RTS mode. I think today it might qualify as a re-skin but don't quote me on that (edit: I just checked Wikipedia, and no, it isn't a "re-skin" by any means). Second of all, nostalgia time! I didn't play TA, rather TA: Kingdoms, the medieval-fantasy version. Open source games have come a long way since the last decade. First of all, interesting how there's a lot of (seemingly) massive and feature-rich open source games, very specifically today on HN's homepage (two by my count, which is a lot!).