Path finding is a major component in standard RTS but in a 3d space based rts all is needed is collisions and a way to slip by stuff. So simple rounded bounding volumes around rocks and stations is all that is needed.
For networking all the UT3 stuff needs to be thrown out and everything needs to rely on TCPLink. FPS games rely on the server for almost everything, can the existing server be thrown out without much hassle?
Most RTS use lock step simulation and networking mechanism. Lock step would require two representations - a logical representation and a graphical representation. The Logical representation is updated deterministically at agreed upon interval (say 4 times a second) while the graphical representation should be smoothing over the logical one.
Is it possible to set logical ghost actors to be smoothly followed by the real graphical actors? And more importantly can the logical ghost actors be made 100% deterministic. Are ue3 collisions deterministic? So that with exact same input the exact same output is reached on all of the clients (assuming they run same architecture - the PC)? Is the general ue3 math deterministic? Are there any math optimizations that could lead to different outcomes?
I hope that for a 3d spaced based RTS some of the UT3 graphical optimizations still could be used. This is not a top down rts, you still generally float among the ships. But are there any problems form this front?
Have any solid RTSes been done with ue3? Is there any one on here who is planning an RTS we could sync up with?