Worse yet, many offensive ones are underwhelming in practice or their awesomeness can only be concentrated on a small group if not a single target.There are aversions to this rule such as an insurmountable defense by the other player, multiplayer free-for-alls, or team matches where you can build one more easily since other players may be occupied fighting other players besides you, but a general purpose army is far more flexible in most cases as well as in 1v1 situations. It is normally wiser to focus on building a standard army against a human player rather than building one (or two) of these giant "Attack Me!" beacons. They are the most expensive thing money can buy at 5000 credits (compare this with a basic battle tank that costs about 600-1100 credits, and is useful immediately after production). Also, every player receives a warning that one has been built, and their location is revealed through the fog-of-war to everybody, provoking every opposing player to besiege you. They can leave costly destruction inside a base, or even take out an army, but they have a significant "charge-up" time. Superweapons in general tend to be like this, from Red Alert 2 on.With multiple Gap Generators, the Allies could conceal their army composition under shroud until they were ready to strike. As a result, the Allies specialized in the ability to conceal their base in a shroud to keep the other player guessing about what their strategy was.
AGE OF WONDERS III TREBUCHET BOULDERS GENERATOR
AGE OF WONDERS III TREBUCHET BOULDERS SERIES
For instance, the Command & Conquer series has the Mobile Gap Generator and Mobile Stealth Generator - the stationary building version is useful enough, but the mobile ones' range is so contracted that they're practically worthless. A common Real-Time Strategy Awesome, But Impractical unit type is the "Mobile X", where X is a stationary defensive structure, usually a turret of some kind.