Super Robot Wars Baldrfist
Super Robot Wars Baldrfist@se00 is a 3D strategy game where you build up an empire from a humanoid force. Using the term kinky as a starting point, you must build up your empire by defeating each opponent. You'll have to create towns, recruit loyal troops, and wage war in order to build the strength of your empire. You can also gather up military forces to fight against your enemies.
The combat itself is turn-based and there are 50 different unit types in the game. You can switch between a wide variety of weapons and the standard suspects such as bombs, firearms, and cannons. The game uses a 3D engine to help you land weapons and move around the battlefield. For example, you can throw swords or force your opponents to attack you or send them down on the ground with swords. The battle system is really similar to Super Robot Wars, where you control your mech with the left analog stick. You can see the action in the screenshot provided on the game's official site.
GS: Tell us about the artificial intelligence in the game. How do they compare to the real-time strategy units you're familiar with in games like Advance Wars and Starcraft?
TL: The AI is very advanced. In Fire Emblem, the units are very capable of performing the most basic attacks. In turn-based games, the AI tends to respond more intelligently to what you do. In Fire Emblem, the artificial intelligence creates a solid amount of AI that is "adaptable" to your actions. However, in many games, the artificial intelligence should really not be compared to other units that come with a lot of different abilities.
GS: Did you think the Command & Conquer real-time strategy game was the type of game that would be successful on the PC?
TL: Definitely. In other games, the AI may not be as good as the real-time strategy game, but in a real-time strategy game, it will play out very smoothly. There is a lot more strategy in this game, so we thought it would be good to bring the AI up to the task of supporting the game by utilizing AI for various scenarios.
GS: You've said that the technology behind the technology has advanced a lot over the past few years. Will you be able to get a more complex, multi-tiered unit control system for the PC game?
TL: Yes, we are going to get this done. That's a big leap from what we were able to do in Command & Conquer 3. For example, in the first game, the RTS games required two units to operate at the same time. We have, however, now incorporated RTS elements to offer an even more complex tactical control system.
GS: You mentioned that in the first game, you had to build a powerful bridge generator to support the victory against an overwhelming force of opposing forces. How much resource management will you be able to put in this system, and how much freedom will you have to make the AI help your own units?
TL: We are still determining the size and capabilities of the bridge generator. We are going to be able to add a lot more. The focus of our AI for this game is on building up the various resources you are earning, in order to advance to a more powerful building. So, the high resource density of the resource building, and the abundance of strong support units, will still be important factors in your victory. For instance, units that are built out of resources are only available to the two strongest enemy units. For example, tanks and indirect-fire units are not built out of raw resources, but they are currently available to both factions.
GS: How will players take control of the powers of Cybran, the alien race of which is heavily featured in the previous games? How will players be able to work with the units in the game?
TL: As an army, you will be able to design the units yourself, and we want you to have the best of both worlds. In addition to the powerful unit types that you are able to design, we also have the same combination of traditional army building, support units, and tech trees. Of course, each faction has its own distinct units and unique structures, so there are no two ways to build your faction.
GS: Tell us about the dynamic battlefields in the game. Will players be able to interact with different terrain types in real-time battles?
TL: Cybran is a strategic real-time strategy game, and we have created a rich strategic environment for players to work their way around. The focus on creating tactical encounters is a priority for us because as you progress through the game, your units will gain experience, in turn, allowing you to develop strategies for battle.
GS: Do you have plans to keep the four factions balanced?
TL: We have planned for four factions and one type of technology for the game: land, air, sea, and ground units.
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