There are some scaling issues with an RTS.
Using bots for the units is probably the most convenient option, but also scales the worst at high numbers. Unless you plan to set a severely low cap limit, I suggest using shapes or bricks.
Yes, I was thinking about that, so far I have it setup so that the player can only have a total of 50 units, there is also a limit on individual units.
So far the test that I had running didn't have a high ping, around 200 with 100 units spawned. I might use individual shapes, not sure how the combat system is going to work for it though.
Also, right now I have the units scaled to 0.1, they look kick ass when they rush together against a other army. All of the unit movement, combat, building and such is handled by a weapon set which includes the following.
Selector - Selects up to the $MaxSelectedUnits variable, Currently 25. This allows multiple functions to take place.
Mover - Moves the selected units to the point that the projectile hits.
Builder - Opens a GUI in which lists the buildings that you can create, I might just make Props for this and set the props up to have special properties when activated and such.
Combat:I have an idea that might work, I could make it so that when a unit collides with an enemy unit the players unit will start a schedule that will run every X seconds that spawns a projectile to try and kill the unit, every unit will have a preset amount of health, upon death the unit will decrease the owners total units.
Spawnable Stuff:Units:$UnitType["Villager"] = "Villager";
$MaxUnitType["Villager"] = 30;
$Cost["Villager"] = 25;
Special Units:$SpecialUnitType["Catapult"] = "Catapult";
$MaxUnitType["Catapult"] = 10;
$SpecialUnitWoodCost["Catapult"] = 20;
$SpecialUnitStoneCost["Catapult"] = 10;
Buildings:$Building["TownCenter"] = "Town Center";
$BuildingWoodCost["TownCenter"] = 200;
$BuildingStoneCost["TownCenter"] = 100;
Wow, I got really deep in to this. Hope it isn't to much for me.