smoth wrote:varikonniemi wrote:First i thought your comment was trolling and my answer was a troll back... but you seriously think realistic round maps are bad for a rts?
Considering you just ASSUMED I was trolling right out the door I was at first tempted to NOT give another serious reply.
artificial asteroids/satelites you mean? I am not interested in playing a game of man made satellite jumping.
I think zooming in an out on a planet in an rts reduces the key parts of the rts to a minigame. I prefer the game to be focused on one area. I find the spherical world would have to be HUGE to not be immersion breaking. Every time I fly in an aircraft I start taking pictures at spring height and find it amazing how much shit is in a view. to make something I would not find immersion breaking would require huge battlegrounds. I remember a while back a demo video for some mech game where you could zoom way the hell out of the planet and shit. It was pretty reasonably huge. It probably died and was never finished.
I would rather see paging landscapes over round planets. even still if you are playing an RTS game at a planetary scale it would require making units reduced to little more than "artillery level 2/1/4" specs and highly generic forms. All the detailed units and creative stats I like in TA games start to get supremely simplified partially because at that scale detail is a waste of time and because there is too much to focus on to have a LARGE unit variety.
so I have many reasons I hate the design ultimately because it is closer to a 4x planet management thing with minigames for planetary fights. we have many other games which do that sort of thing better.
I will state, that was only a small scale map(2v2 up to 3 ffa, they talked about 4v4 but dismissed it).
And as a note to spring, i doubt Dsd is going to be larger than the planet size they are aiming at. The low poly units and very low detailed features, i bet you can have a planet 4 times the size of that(poly wise) if not more, size isnt the issue nor the batlefield shape.
All the detailed units and creative stats I like in TA games start to get supremely simplified partially because at that scale detail is a waste of time and because there is too much to focus on to have a LARGE unit variety.
I have that feel, hmm will they make a TA2 or an improved supcom version. I feel they are going for the more macro styled gameplay, similar to supcom, this is what disapoints me the most, i was kinda expecting a blend of micro and macro, not just plain full macro.
I mean who doesnt enjoy microing samsons and janus on BA, or even the commander EMP in evo, or The commander in XTA, or even the specific unity types of gundam RTS.
I enjoy this kind of micro/macro balance, but i feel they arent going to go this way, its still to early to tell but well see.