Chris' vision for castle-building will be on a scale never seen before. large armies of humans. mutated beasts beyond compare. magnificent, large scale maps.
but what will the resource system be? is this another wood-gold-food-stone gathering game? i hope not.
resource gathering is a staple of the RTS genre. but have we ever thought that maybe it's time to eliminate it?
for example, all of the RTS games we play have insufficient building variety. yet we sit here, gathering up thousands of resource points just to construct these meager dwellings. well maybe it should be the other way around. what if we had hundreds of architectural variety and very little resources were required?
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it's as simple as this: power.
the game starts and you are free to start building. you have no power, but you have a very large construction menu, lavish with things to engineer. the more you build, the more powerful your empire becomes. as your empires grows you gain access to more powerful fabrications.
with a menu this abundant, teeming with things to assemble, you'll still need to be smart about what you are constructing and cueing up, as you'll need to counter your opponent properly.
there are different build times and cue times, depending on the building / unit size. other than that, it's simply about power. as you both evolve, and forge the lands, your power meters will rise.
eventually you'll clash.
i say eliminate resource gathering. give us the freedom to build uninterrupted. with no limits. like when we were kids playing with a bucket of Lego. it would be a much more innovative, experiential process and the design would enhance RTS performance. this kind of build-on gameplay would produce a deeper, more meaningful world and possibilities. we'd be more creative, more imaginative and it would give us unparalleled access to a wealth of build orders.
build times, cue times, and power.
boundless freedom.
|||The idea is great, but there are things, why probably can't applied:-The players used to 2-4 resources.
-At PvP the lack of resource management even out the power of the players--->longer game, stalemate.
-No intention to expand: turtlepower------------>boring games
The designers should target the 10-60 min interval for matches(as SupCom)
I would really like to able to play longer games also, so no depleting resources is a way to go.
I think there should be only 1 or 2 resources to simplify things.
(workpower/gold and essence[for magic, and magic related research])
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