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Author
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Topic: RTS Games (Read 17012 times)
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Shiver
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Will do. Wait - shouldn't you password that?
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Death 999
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We did. You did. Yes we can. No.
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You can password a game? Cool!
Oh, and I'm a fool (hey, I rhyme) because I forgot my CD again. This is getting tiresome.
Password: FRUNGY
UPDATE: I remembered the CD this time.
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« Last Edit: February 03, 2006, 05:01:38 pm by Death 999 »
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Shiver
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Okay, for the record now.
Shiver: 1 D9: 0 Computer: 0
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Deus Siddis
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RTS Games
« Reply #48 on: February 04, 2006, 08:10:54 pm » |
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"Shiver: 1 D9: 0 Computer: 0"
Did he run out of minerals?
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Shiver
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Negative, that wasn't an issue this game.
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Death 999
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We did. You did. Yes we can. No.
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Quite the opposite. I made a noob mistake -- over-micromanaging an offensive against the shared AI opponent, thus neglecting my economy and production.
It's been a while since I played online, it's very different than the campaigns.
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Bongo Bill
Zebranky food
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Maybe
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REVIVING DEAD THREAD
I'm not a huge fan of real-time strategy, primarily because of the "real-time" element. There are too many demands on my attention in games like that, so many that I end up failing to do anything competently. I like to take my time in games when I can. That's not to say I don't enjoy them, I just greatly prefer turn-based strategy.
Man, Advance Wars DS really needs online support. Advance Wars By Web is nice, but it could be so much better.
There was one RTS I came across that I enjoyed the hell out of, though. It was on a console, of all places. Ogre Battle 64. It was very slow-paced for a RTS, and all things considered it was really more of an RPG. But, it had units moving around on a map in something resembling real-time and you could only indirectly control the combat, and I guess that means it counts.
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...but is it art?
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Deus Siddis
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Have you heard of Wesnoth? That's not a bad turn based freeware strategy game. Could use some long ranged attacks though.
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Death 999
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Wesnoth could NOT use long-ranged attacks. The basic mechanics are great as it is.
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Deus Siddis
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« Reply #55 on: February 24, 2006, 05:32:40 am » |
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"Wesnoth could NOT use long-ranged attacks. The basic mechanics are great as it is."
They are, but it just feels like there would be more dimension if they added this one little thing. Maybe make the chance of hitting over a number of tiles drop significantly from firing at close range. This makes perfect sense for bows, as they become very inaccurate once you stop direct firing.
I agree with the project's simple approach in most other areas, though instead of completely shooting down the "transport" unit idea, a mass teleporter one (think starcraft arbiter, not silver mage) could be really useful, especially for maps beyond 60 tiles on a side. Keeping with there super simple interface theme, you could have your teleporter unit just act to a normal unit, as a captured village does to a silver mage. Whenever you have a guy selected and ready to be moved, you'll have the option of select a tile, anywhere on the map, that is within walking distance from a teleporter unit. You balance this, by simply making the teleporter unit sufficiently weak in both attack and hitpoints (but still rather quick, and able to traverse all terrain types, deep water included.)
Building structures, dumb spell systems, endless XP levels, etc. are things I very much agree should be left out.
BTW, does Wesnoth have any real opensource/freeware competitors or is it the zenith of the open TBS games? Are there any good free RTS games yet?
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