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That said, because of gameplay and performance reasons, most of the game focuses on certain unit count ranges.
With most play styles the battles have maybe 50-100 units. This range was the result of game play testing and performance considerations. The amount gives the player some room to maneuver and actually influence the battles and the world while keeping the camera at an optimal distance for visual clarity and performance.
Earlier in development we played around with higher unit counts. This however didn't result in fun gameplay: You basically just arrived at a place and then the screen was filled with units and you couldn't actually play that much (move, reach enemies, issue commands, target anything) since every available position was occupied. You couldn't make sense of what's happening either - and this is still a minor problem with current counts. Also, we weren't creating a PC exclusive RTS so relying on exact mouse controls for gameplay was out of the question. The performance became a problem too with consoles and lower end PCs.
With massive unit counts, the game would totally different - something like TABS or UEBS, which are cool games too, but our goal was different from those.
Hopefully this sheds light on some ideas and concepts we've arrived at with Undead Horde.
your not serious lol