You don't need Intel overclock insurance, whatever that is.
Haven't checking into it thoroughly, but it seems to be some sort of insurance from Intel in case you overclock a bad chip and it fries.
If they insure against it, then it must be possible for it to happen. Or maybe its just a variation on the old "extended service plan" scam. IE play us extra in case it fails under normal use during its normal life expectancy. IE in case its junk.
Also your development mouse shouldd not have a scroll wheel because some of your players might not have it as well.
Wow, that's a toughie! A lot of games assume a mouse wheel - and a third mouse button. Caveman 3.0 does. but they can be re-mapped. But i'd sure hate to have to dodge with no middle mouse button. My middle mouse button was broken when I first implemented dodge in Caveman. ALT-WASD (or any key + WASD) is a LOT harder than middle mouse button + WASD.
I think middle mouse button and wheel will have to be assumed, but re-map-able. or have alternate input such as numpad + and -, as well as mouse wheel to zoom.
In the end, you can only go so low before you have to start compromising the design. running on lower end PCs is an admirable goal, as it increases the potential user base. But compromising the game design to reach users with lower end hardware is putting profits before quality (or dollars before art). That's really not the way Rockland does things. Rockland is more about the art and less about the money. I've discovered that if you concentrate on making as good a game as possible first, with all other considerations second, you tend to get better results - and more sales.
Rome was not built in a day.
and
You have to break a few eggs to make a real mayonnaise.
Compromise is against my religion - I'm into having my cake and eating it too. Often times in game development, with a little careful thought, you can find a clever way to accomplish that.
But enough of my philosophy that games should be art first and product second.