Just realized that during my post I sound kinda really bitchy... Sorry 'bout that, didn't really mean it.
Actually your post wasn't bad, we can look at our game from realistic point of view too
It was meant as the resource usage is quite inadequate for it's graphical fidelity. I guess this kind of corresponds to the next quote.
Yeah, the engine is still quite unoptimized, for example the whole map is rendered each frame. I'm working on implementation of sectors to divide the world. The features of engine are otherwise quite lightweight (even the dynamic shadows), so after all the major optimizations are done it should work quite nicely even on old P4 with NV6600GT (which is my minimum target specs), though possibly without the dynamic shadows to get better FPS.
However you have to understand that True Combat is actually a competitor to Resistance Force (unless you intend to create the gameplay totally different). True Combat is free, and albeit has dated, shows more progress than Resistance Force. It might end up in a situation where as your game might be suffering from low player counts because people can't find anything particular when looking at your project.
The gameplay is very inspired from TCE, but it goes it's own way (including having interested people that don't know TCE or don't like it). The difference is mostly in details but these shifts the game a bit more into tactical / slower pace. We have played TCE as a clan with more slow pace than others, to the point where sometimes on public servers everyone shot each other within like 40 secs and then they were annoyed when we still were playing
TCE is dated and there is no further development. Yes there is development within the TC franchise, but it goes in little different ways than in TCE. Each game is unique, even if they're very similar in many things. There was quite community split even between 0.48 and 0.49 versions of TCE, though maybe some just used that as an excuse to stop playing.