>simulated projectiles>terraforming that allows you to exploit the most out of it>no unit is a clone or an upgrade, they all fill a unique role>communist economy means no fighting over mexes, you take control of as many as you can to help your team win>no need to be a specific role or start in mex clusters>no need to spend the first few minutes setting up your factory, the first one is instant and free, and has enough buildpower to be sufficient for roundstart economy>the game is about rolling a snowball while the enemy tries to roll it to you. you can't rely on exponential economy to solve all your problems>economy is more of a strategic decision than micromanagement, you have to carefully decide when it's appropriate to eco and where you build it>micro is more about managing the frontlines rather than going back and forth to your base to build conturrets and eco in the right order as quickly as possible>almost any map works in team games, don't need a map designed for a specific playercount for it to work properlyAn absolute masterpiece of an RTS. How did they do it?