Information warfare, including radar and recently introduced stealth has been a pretty big part of GPG games. I wonder if this mini-game could be improved in the next game.
Perhaps jamming can be reworked to make it a bigger part of the strategy. Previously any number of radars could be defeated by a single jammer, and any number of jammers could be defeated by a single Omni.
What if each jammer could only defeat one radar ? Say that there are three casters scrying an area. Give the player two choices: either they could build four casters and have them counterspell. or alternatively he could build more troops and try to kill those casters. Good times.
What are your thoughts ?|||well first, would KNC have an analogue to radar? how would that work in a non immersion-breaking way?|||BulletMagnet|||I can already think of several styles of radar in fantasy setting.
There is detect life spell - like the one in oblivion, that tell you where things are, but not necessarily what they are.
There's ranger's tracking from D&D that tell you what have been in the area, but not precisely where it is now.
And there are high-powered divination spells that tell you where things are, what they are, even over long distances, but can be counter-spelled. There are even spell-traps that causes the caster to go insane should they try to scry objects they protect.
And there is good old human intelligence gathering using rogues.|||All I know is: If there is something like 'radar' in K&C, I hope it's heavily reduced. I love the radar mechanic in SupCom, but I love the scouting mechanics more.
I'd really prefer to see scout units, with the need to scatter them all over the map as pickets, than simple radar structures that can be built once or twice to let you see everything on the map.
I just prefer something like scouts because they generally have shorter intel range, which means you have to use more of them and put them closer to the enemy, and that means more targets for the enemy to to raid. T3 Omni radar is too much of a turtling tool imo, and it makes it too difficult to use transport drops and other mobile operations to pull off interesting flanking/surprise attack/ambush maneuvers.
If there are easy to build, long ranged radar units, then I *definitely* want to see more stealth too. The implementation doesn't matter to me that much.. so long as there are more choices than what made it into SupCom2.|||What if the make scout towers? Build them on a hill and you have a long view of what is going around around that tower, make towers with a little space between around your base and you will have a radar. Sort of.|||If we all remember what was in kingdoms, there was an attribute to certain units called "holy vision", which was the equivalent to radar. Im not saying that KnC is going to go along in this direction, however with the nature of the genre - i.e fantasy, It could be possible that such things as mages or even steampunk machines could be used for it.
I know that many people will see no realistic need for radar in such games, but, the real benefit with it is that it adds strategic depth and more options for gameplay by providing a new layer for warfare. From the Supreme Commander stage of things, intel seems too valuable to lose as an asset.
On the other hand, with structures such as watch towers, they are more of a defensive unit used to help observe and potentially defend certain points and routes into the castle; far different from the support role, and even potentially offensive role that radar uses.
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