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But there is no reason why new RTS games must have this emphasis on overly large armies, maps battles etc. historicly the most successful RTS games, like WarCraft/Starcraft, C&C and the Age of - games, all had an emphasis on a bit smaller bases, not more then 200 units per player etc. while games who tried to become always bigger and more massive, stayed more nieche.
The downside of this overly large RTS games, imo, is that individuel units dont feel impactful or important, games drag on forever to reach this large scales, and they feel simply not so fun to play.
I’d say is most of cnc games it’s small-medium engagements, with 2v2s or higher obviously having bigger battles.
I’m all in for squads. The infantry in cnc3 is so much more impactful and pleasing thanks to them being actual squads, and it adds to the scale of the game/war, the fear when a man spam comes at you, and helps with unit recognition since it’ll be easier to tell a scout from a grenadier.
Bases and maps depend on the actual map and mission. I’m sure there will be bigger maps in latter campaign missions and skirmish maps which will have more space for bigger bases. Also there’s a decent selection of buildings and defences which helps in bigging up the base feel.
I love Total anihilation and Supreme Commander I didnt expect that from a C&C successor. I expected at least something like AOE3 or 4. More intantry, bigger maps to manuever, more unit variety and lots of buildings to build and destroy. AOEs base building is fun and its also fun to destroy it.
I really like how the gameplay feels and hope the story/compaign will be engaging. Don't care about multiplayer because I am bad in multi-tasking. :D