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	<title>Comments on: RTS Game-play Part 6: Visible Balancing</title>
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	<link>http://www.oxeyegames.com/rts-game-play-part-6-visible-balancing/</link>
	<description>Creative Games</description>
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		<title>By: Marco Afonso</title>
		<link>http://www.oxeyegames.com/rts-game-play-part-6-visible-balancing/comment-page-1/#comment-11567</link>
		<dc:creator>Marco Afonso</dc:creator>
		<pubDate>Fri, 19 Feb 2010 00:35:12 +0000</pubDate>
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		<description>Deffenetly, units balacing are the active core of any RTS game.

Every variable counts, as well all the possible combinations.</description>
		<content:encoded><![CDATA[<p>Deffenetly, units balacing are the active core of any RTS game.</p>
<p>Every variable counts, as well all the possible combinations.</p>
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		<title>By: Spencer Hedeen</title>
		<link>http://www.oxeyegames.com/rts-game-play-part-6-visible-balancing/comment-page-1/#comment-4619</link>
		<dc:creator>Spencer Hedeen</dc:creator>
		<pubDate>Sat, 02 May 2009 02:10:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.oxeyegames.com/rts-game-play-part-6-visible-balancing/#comment-4619</guid>
		<description>Hi, there. I am quite knowledgeable on game design and theory, and I wanted to express my idea for an interesting way to implement cloaking and detection in an RTS game.

Stealth units, or units that could cloak, could have a radius of cloaking safety (i.e., a visual indicator of how bold said unit could be around opponents). If that unit&#039;s cloaking safety radius overlaps another unit&#039;s detection radius (which would work in the same way), the stealth units would be revealed.

In this matter, both stealth and detection could be implemented in a more intriguing way, with degrees of intelligence/counter-intelligence rather that set &#039;cloak&#039; and &#039;detector&#039; special abilities. It might add an entire new level of strategy to a game. I hope you agree. Thanks!</description>
		<content:encoded><![CDATA[<p>Hi, there. I am quite knowledgeable on game design and theory, and I wanted to express my idea for an interesting way to implement cloaking and detection in an RTS game.</p>
<p>Stealth units, or units that could cloak, could have a radius of cloaking safety (i.e., a visual indicator of how bold said unit could be around opponents). If that unit&#8217;s cloaking safety radius overlaps another unit&#8217;s detection radius (which would work in the same way), the stealth units would be revealed.</p>
<p>In this matter, both stealth and detection could be implemented in a more intriguing way, with degrees of intelligence/counter-intelligence rather that set &#8216;cloak&#8217; and &#8216;detector&#8217; special abilities. It might add an entire new level of strategy to a game. I hope you agree. Thanks!</p>
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