Mechanical Parity in Remnants Faction Design

One thing that I tend to take issue with in RTS design is the concept of the “easy” or “beginner” faction, or when factions have drastically different requirements in terms of mechanical complexity or demand. Ideally, for balanced multiplayer, all players would be taking roughly the same amount of actions over the course of a match regardless…

Mech yourself before you wreck yourself… Servo preview

There is a much beloved convention in RTS games that players always seem to feel that they see too little of: the ability to design one’s own units. Earth 2150 is a standout example of this, where the player is able to research a variety of chassis, weapons, and defensive options and bolt them together…