I'm really the type of gamer that likes to get on for whatever time I can invest in a good game. I get my release from gaming. 15-minute games are not uncommon. I've always looked upon Command and Conquer as a faster paced RTS, and this still holds true in Red Alert 2. One feature that I did appreciate in Tiberian Sun was the feature that made your units stronger if they succeeded in battle.
Units now become stronger and gain a greater range, or new attacking attribute.
In a sense it kind of plays like an RPG, but it makes perfect sense to me. If a unit is to go out and destroy a whole building or wipe out a fleet of units without being hurt there is something that sets this specific unit apart from the rest. With the hard work of holding a control point on the map players become stronger, and this is something that everyone should be looking at when creating their own real time strategy. With the release of Tiberian Sun the RTS community looked upon one of the founders of the great genre as probably one of the worst developers. Red Alert 2 regains the respect that was earned by Westwood so long ago.