Skip to main content
0
Search products
Search
Mugs
Tees
Hoodies
Search products
Search
Chat
Share
Free Shipping
Menu
Mugs
Tees
Hoodies
Back to urbandictionary.com
Pro Customization
Create unique products with your own words and definitions
Preview
Personalize Your Design
Your Word
Your Definition
A quite common dilemma seen in most RTSes that range a very wide historical timeline, i.e. Empire Earth. The term is derived from a certain situation from said game, where you could often see Swordsmen fighting WWII Marines, Trebuchets laying siege to "Laser Walls", or effectively, Archers vs. Tanks. This situation, while not really gameplay affecting in most cases, is still very odd to see, as it substracts realism to the game, which is something many, if not a lot of players, care about. If I were to make one such game, my solutions would be: - Divide the game into different parts or "Ages" and associate the corresponding units and techs to each, as if you had # games in one. It would be more or less like Prehistory to Classic Age, then Dark Age to Renaissance, and so on. You could still mix archers with tanks in the Editor for a time travel scenario. =D - Old units would degrade over time, then die. It might not sound fun, albeit it would add more realism in spite of "random fun". - Archers would get firearms - yes, I'm speaking of automatic upgrading. Keeping the fun and military strength in spite of some logics.
Text fits
Save
Cancel
🤖
Shopping Assistant
Online
Hey! 👋 I'm your shopping assistant. What are you looking for?
Ask about products
AI-generated responses. Verify claims.