As I sayd, to get an RTS "somehow" working is one part.
To make a running RTS game is actually not that! hard. But hard enough to see not
many running RTS projects here
although I have already seen over a hundred Acknex demos.
But to get a stable! , fun and polished multiplayer RTS working adds a lot to this project.
If you make multiplayer only, then of course you cut the investments into AI development,
leaving just the need for simple state-machine AI for the units. The planning and group
controll is done by the Player.
Maby the numbers are higher, that for a small Indy Project needed, but It does
not leave out the need for skilled programmers.
To make a professionally working RTS, you need experienced people, to get it running in a timeframe
of one year. But these People cant live of a warm handshake, and must get some kind of sallery.
And the sallery must be comparable to the amount, that the programmer would get in an alternative job.
Thus the high costs for wages.
If the development is not approachd serious (fulltime work), you might at the most have a fun Indy game,
but there are already so many in the marked, that it will be hard to generate any decent income.
But in the end, the distribution channels count more than the Project itself, regarding revenues.
To the RTS development in general.
I think that people have so much trouble making an RTS (even thoug they can make
nice looking Casual Puzzle or Action games) is the lack of focussing on the structural points of an RTS.
Nice Models, Shaders, effect etc. are needed, but in the End replacable gimmics hovering around an empty shell.
The core of an RTS is waht troubles most.
All the nice features like traces, polygondetection, scans, even entities etc in acknex are quite useless to realize
the core architecture.
Maybe its even better to approach an RTS in acknex, to first trying to develop it in some old Basic environment.
(I actually wrote my pathfinding on QBasic, before porting it to c-script)
This amkes the developer focus on the structure, not the implementation.
The graphical gimmics that people really are able to create here, are just useful to visualize the game.
The game-core itself (how unis are thrated, how the basic Unit AI and global AI works, even the pathfinding) are
really independent of the programming language. (although object-oriented languages would help a lot, something
acknex lacks)
Taking all this to multiplayer is one the one hand difficult (realizing a stable informationsharing), on the
other hand easy, when the core gamearchitecture is stricly seperated from the visualization of the game.