I played Starcraft from the very beginning (launch week) and I can tell you that those 'windows' of vulnerability and whatnot did not evolve 2 months into the game's life-cycle either. It took months and years of play to establish some of the strategies and the map variety meant that a rush that worked on 'x' map might not even be possible on 'y' map.
It's difficult at best to compare gameplay from a game released in the late 90s RTS environment and one released now. RTS itself was in it's infancy when Starcraft hit (not long after Age of Empires and Total Annihilation). For a while 'base-building' RTS games were on the outs as players wanted to concentrate on the troops and battles rather than the econ aspects of the game. SD sort of straddles the middle between econ/no econ but there is nothing the player can do to change the pace of the econ (for better or worse). There is no 'econ boom' strategy and thus no decision to 'rush' or 'boom'.
So IMO, while Starcraft and Steel Division are both RTS games, they don't really have enough of a common mechanic to allow direct comparison in the pacing. Starcraft's economic model creates significantly different decision points and thus will greatly change the pacing. SD concentrates much more on the battle aspects with the 'economy' playing a very distant second.
It's difficult at best to compare gameplay from a game released in the late 90s RTS environment and one released now. RTS itself was in it's infancy when Starcraft hit (not long after Age of Empires and Total Annihilation). For a while 'base-building' RTS games were on the outs as players wanted to concentrate on the troops and battles rather than the econ aspects of the game. SD sort of straddles the middle between econ/no econ but there is nothing the player can do to change the pace of the econ (for better or worse). There is no 'econ boom' strategy and thus no decision to 'rush' or 'boom'.
So IMO, while Starcraft and Steel Division are both RTS games, they don't really have enough of a common mechanic to allow direct comparison in the pacing. Starcraft's economic model creates significantly different decision points and thus will greatly change the pacing. SD concentrates much more on the battle aspects with the 'economy' playing a very distant second.