Tempest Rising

Tempest Rising

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Why Units Limited?
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Showing 1-11 of 11 comments
Performance.
Originally posted by Gin Kenshin98:
Performance.


I really don't know why people keep saying this.
If that were true, higher quality units would not cost more pop than lower quality.
It is plainly obviously a design decision.
XenoxXx Apr 21 @ 1:38am 
Well some people cant even run the game so probably wanna have more player base in multiplayer.
Originally posted by PsychoticSoul:
Originally posted by Gin Kenshin98:
Performance.


I really don't know why people keep saying this.
If that were true, higher quality units would not cost more pop than lower quality.
It is plainly obviously a design decision.
Probably a bit of both, but the main reason imo is performance, seeing as the player count is limited to 4 too. And a common problem in these games is lag due to overcrowding.
Last edited by Gin Kenshin98; Apr 21 @ 2:39am
mh okay littlebit cry xD
Performance and balance I'd say. It's not really an issue tho, I've only hit the cap once, and I had already won the mission and was just messing around before finishing it.
akuhtrCZ Apr 21 @ 4:54am 
Originally posted by PsychoticSoul:
Originally posted by Gin Kenshin98:
Performance.


I really don't know why people keep saying this.
If that were true, higher quality units would not cost more pop than lower quality.
It is plainly obviously a design decision.

No. Limit is probably because performance and higher quality units cost more because balancing needed because of limit itself
Lotor13 Apr 21 @ 5:01am 
Originally posted by {NLR} C´est Moi D:
Performance and balance I'd say. It's not really an issue tho, I've only hit the cap once, and I had already won the mission and was just messing around before finishing it.
this.
Originally posted by akuhtrCZ:
Originally posted by PsychoticSoul:


I really don't know why people keep saying this.
If that were true, higher quality units would not cost more pop than lower quality.
It is plainly obviously a design decision.

No. Limit is probably because performance and higher quality units cost more because balancing needed because of limit itself
Couldve still kept optional setting for unlimited units in custom games. But they rather gatekeep the fun away
sansee Apr 21 @ 5:19am 
Just like in StarCraft, it's mainly due to having a different balance than the simpler one in C&C.
Originally posted by PsychoticSoul:
Originally posted by Gin Kenshin98:
Performance.


I really don't know why people keep saying this.
If that were true, higher quality units would not cost more pop than lower quality.
It is plainly obviously a design decision.
Because its true and still theres a matter of design in it anyway.

However, the game runs pretty well on a mid range system like mine, so i'd say they should up he playercount with larger maps.
I dont give a damn about performance and i dont see how a developer should define where my machines limits are.
When i notice that a 10v10 match with 30.000 units on the screen tanks my performance to 5 fps, i will avoid doing that in the future (or not).
Keep Ranked and Skirmish separated from each other.
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