Sudden Strike Resource War
Sudden Strike Resource War is a very real-time strategy game in which you play as the title of a global tank platoon. As an elite squad of the United States Marine Corps, you are up against the task of making your own unit. Resources are collected in small numbers as you collect and sell your units. This is done by building, repairing, and even issuing missions, like scouting missions, in order to identify the best way to get off the ground, and then delivering these orders to your enemy as you have done in the past.
As the game progresses, you will be given the choice to set your tactics to focus on combat or missions to rescue civilians. Throughout the game, you will be assigned to each of the countries of the world as commanders of a super-national military force. This has led to the development of a specific type of unit: the RT16t.
Now we're getting to a different type of tank commander, with the availability of every unit in the world, as well as the ability to call in certain artillery strikes to pound the opposition out with. The RT16t is a tank commander that is able to perform recon and is able to call in artillery strikes and take out enemy tanks. You will get two charges of artillery, which can be used to either cover an area with your rear or cover the area with your rear and provide protection while on the ground.
However, the most important role for an RT16t is to fulfill certain goals within a mission and then work towards them. You will have to choose what you wish to accomplish and how you wish to achieve them. You will earn upgrades for your units as well as earn new training missions and purchasing new weapons.
There are 12 commanders to play with in the game, some from Asia, and some from the world. Each has their own skills and attributes and will require different strategies for success. The standard American heavy tank commander, for example, is able to move about the map with a shoulder charge that is able to fire long range shots while in the air. The Chinese tank commander is more specialized and will possess a larger health pool that allows him to take on multiple tanks. Additionally, since he is trained in a tank and has a specialized ability that helps him evade missile attacks from enemy bombers, he is vulnerable to attack from air attacks.
The fifth commander is the adept copter. He is responsible for deploying special units such as a tank or a stormtrooper. Each commander has his own ability that will help players. In the game, commanders will also be able to call in air strikes on the map to secure certain territories. In the game, commanders can also call in air strikes to decimate enemy units.
GS: Tell us about the game's AI. How do you balance the artificial intelligence of the units that you command in the game? Is the AI simply way too powerful, or is it more believable than you would expect? What types of units do you want to control?
SH: The AI is not scripted and will not play the same way. As we've mentioned, we believe the AI will be a challenge to work with. The general game design strategy was to try and work with an authentic and unpredictable system that will allow for unprecedented attacks and strategies. The campaign will be balanced with various tactics and units that were not present in the campaign campaign.
GS: Let's talk strategy. What sort of units and heroes will players command in the game? How many units do they control? Are there any units that you are particularly interested in?
SH: The unit types and AI are quite diverse and have the ability to play pretty different styles of play. But our units are more than just classes of combat. They are true to their real-world counterparts. We also look to learn from them as we develop the game. We know that this is the kind of strategy game that should appeal to long-time fans of strategy games and newbies alike.
GS: How will you have the ability to turn armies and heroes into armies? Will they be unit-producing and armored and that you can select units to ride?
SH: The units in our games are not individual units but set formations of units and body parts that can be set to spawn in formations. In order to assemble a unit, players must take the chain of command and shape it into a battalion. This is a very different process than traditional real-time strategy games.
GS: What kind of terrain effects will be in the game?
SH: Our technology includes weather effects and night vision, where these units move faster and can transform into units that are otherwise hostile. You have a line of sight, so we thought of terrain effects that provide for a really intense and strategic battle. We've also got several new terrain types, such as waterfalls that can cause mud, sea dunes that burn on the surface and waterfalls, which can burn players in the process, and waterfalls, which can be triggered in waterfalls or in the game's waterway.
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