3 ms·
I'm curious how a little bit of randomness and more realistic combat would affect the RTS genre. Perhaps something like Overgrowth [1] for combat, and maybe eve
by andreyf 11y ago
I'm curious how a little bit of randomness and more realistic combat would affect the RTS genre. Perhaps something like Overgrowth [1] for combat, and maybe even a MMO/RTS combination for intelligent units? Does anyone know of games exploring this possibility?
1. https://www.youtube.com/watch?v=Ct7xp0R-tnQ https://www.youtube.com/watch?v=Ct7xp0R-tnQ
- qznc 11y agoSavage: https://en.wikipedia.org/wiki/Savage:_The_Battle_for_Newerth https://en.wikipedia.org/wiki/Savage:_The_Battle_for_Newerth One player per team can be the commander and gets a top-down RTS interface. The others have a first-person view and shoot or strike depending on faction.
- addled 11y agoAllegiance takes a stab: http://www.freeallegiance.org http://www.freeallegiance.org. A Microsoft project that failed commercially, but the community eventually convinced them to release the source code for. It's an RTS/space-sim hybrid. Each team has a commander that mostly stays in starbase and leads from top-down perspective. Boring jobs, like mining and construction are handled by AI, but all the other ships have real players flying them. I don't think I have played a game that emphasizes teamwork more.
- keerthiko 11y agoWarCraft III had a good amount of randomness -- %-based critical strikes, evasion, damage ranges, movement speed ranges, dodgeable projectiles. Also RPG style heroes for each faction which could heavily influence the tide of a battle when used well. Combat is of course not as involved as Overgrowth seems, since it's still an RTS. That sounds like it fits your proposal, but I'm not sure?