Yes, because RA3 had great units, in some ways better than Generals units. But the base crawling that resulted from insta-pop turrets ruined gameplay.
But that's what makes it balanced. You can't just send a fragile worker anywhere on the map and expect it to build an entire base. You have to protect it. And then the presence of workers creates all kinds of insanely awesome interactions.I felt it required more thought for base placement, while the Dozers are more so escorting the dozer to where you want the expansion, which really doesn't make for (IMO) a particularly interesting thing.
Regarding thought, there is more thought in CCG's worker builder system because your building placement is not limited to a small radius. For GLA for example:
1. How many workers do you build from your command center before you sell it?
2. Where do you send them on the map?
3. How many do you send?
4. In which order do you send them to which places?
5. When you place buildings and tunnels and things, you want to place them where they can be evacuated easily, but also where they can be hard to hit. This means identifying chokepoints, placing tunnels near garrisons etc.
6. You also want to protect your worker, so you want to place your tunnel in such a way that the worker is harder to run over while it's building the tunnel. One strategy is to move the worker right near a garrison, and have him start building a tunnel near the building. If gets into trouble, you can just have him enter the building to protect him until the threat is gone.
7. Things like tunnels can't even exist in a MCV build system because tunnels require free-form placement.
Except that because of silly build radius mechanics, you don't have to sacrifice an MCV most of the time, you just build a chain of buildings to the location you want to expand. Talk about something that's not interesting...And losing an MCV for expansion is a lot more crippling than losing a dozer.
Workers/builders provide players FAR FAR FAR more strategic options and build orders and promote earlier interaction (dozers crushing workers, workers building demo traps near each other etc. They're also inherently balanced since you can stop someone from building somewhere just by killing his worker. In the MCV model, you can't stop someone from building somewhere because you either have to
A. Kill a massive chain of buildings to remove ground control.
B. Go into his heavily defended base and snipe his super high-health ConYard somehow.
These are not feasible options.


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