• The article about the unit limit systems in the multiplayer mode.
    (This page is currently under construction!)


    1 Information

    Despite being a full 3D RTS-FPS hybrid game with comprehensive physics for all objects, Urban Assault engine is very robust and allows the players to create a myriad of units without imposing much restrictions or a significant loss of performance during the gameplay. This is especially true for single-player mode, where the unit limit for the players in a standard sense does not virtually exist at all.


    In this manner, the players are practically allowed to create units until the game becomes unstable, and this generous design allows inexperienced players to complete missions through brute-forcing with sheer numbers of units even when their strategy did not work. However, the game follows a separate rule in multiplayer mode, where the general performance and balance of the match are the main priority.


    2 Single-player

    There is no unit limit placed for the players in the single-player game. The players can virtually create units until the game engine becomes unstable. On the contrary, the AI players are subject to a unique energy upkeep/maintenance mechanics, whose design is intended to gradually hamper the capacity of AI players to create additional units once they have numerous units and flaks under their control by dynamically increasing the creation costs for extra units.


    The upkeep/maintenance mechanics for AI players will be covered in a separate Energy Math article.


    3 Multiplayer

    In multiplayer mode, there is a unit limit of various types and for different connection methods. The type and size of unit limit is defined per each level data script file.


    3.1 Official Multiplayer Notes


    The default unit limit is soft 80 limit for normal levels, and hard 12 limit for 'slow_connection' levels.

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