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So this is a real RTS


jediturkey

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ive never really liked RTS' or RPg's but this game is really good, its probably because its different from anyother RTS ive ever played, so it differs, maybe it should be a new type of game, an RTS with something i dunno RTSA or something (real time strategy action game (crappy attempt))

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What I said is:

 

"Not bashing EAW. I love it. But once I've done an entire campaign, it feels very been there done that -- Act of War feels unique through-out the game."

 

I never mentioned recycling. Don't put words in my mouth or typing.

 

:firemad:

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What I said is:

 

"Not bashing EAW. I love it. But once I've done an entire campaign, it feels very been there done that -- Act of War feels unique through-out the game."

 

I never mentioned recycling. Don't put words in my mouth or typing.

 

:firemad:

 

O...k...

 

it feels very been there done that

 

That means using things that have been done before, thus, recycling.

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Guest DarthMaulUK

Empire at War has never out to set the world alight in terms of its strategy. The acutal brief was to make it fun, and accessible - which they have done and as a result, it has sold very very well.

 

Once you play a little more, you do find that there is some strategy - although not as indepth as say Rome Total War, or even Rebellion, EaW offers something different, especially on the campaign/galactic map mode where you need to think fast.

 

Space combat is excellent. The hard point idea is a really good one and just before your enemy jumps to hyperspace (I do hate the way it does that) you target the engines, so that ship(s) go no where!

 

EaW delivers on what it set out to be, and once they revamp the online set up (PLEASE!!!!!) I will be playing alot more online than I am.

 

When you look at other RTS games, especially AOE 3 - it reminds me of how tired that game has become. It has had the SAME strategy in the game since day 1, and online. Tech up fast, Pikeman rush, game over, all inside 15 minutes. The graphics are a little fresher than previous games but essentially, its the same old thing.

 

DMUK

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I mentioned EAW is been there done that, not AOW. You are stating that I said AOW feels recycled -- it doesn't and I didn't say that.

 

:firemad:

 

 

Re-read the last few posts and then re-post.

 

I never said that you claimed that AoW felt recycled. I did. What you said is that EaW is "been there done that", which in other words means recycling elements. So I said that AoW also recycles old elements and doesn't feel unique at all.

 

When you look at other RTS games, especially AOE 3 - it reminds me of how tired that game has become. It has had the SAME strategy in the game since day 1, and online. Tech up fast, Pikeman rush, game over, all inside 15 minutes. The graphics are a little fresher than previous games but essentially, its the same old thing.

 

It's actually the same strategy in 4 games and 3 expansions. It follows the old RTS "codes" that are now considered overused and obsolete. I don't think that AoE3 sold that well or even had a decent impact on the RTS world for that simple reason.

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Space combat is excellent. The hard point idea is a really good one and just before your enemy jumps to hyperspace (I do hate the way it does that) you target the engines, so that ship(s) go no where!

That's cool - I was wondering about that. When I get the enemy "jumping to hyperspace in 8 seconds" message, I'd immediately target and destroy the engines on whichever cap ship I'd be beating on at the moment, but was never sure if that alone would keep it from jumping. Good to know it does. :)

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Empire at War has never out to set the world alight in terms of its strategy. The acutal brief was to make it fun, and accessible - which they have done and as a result, it has sold very very well.

 

Once you play a little more, you do find that there is some strategy - although not as indepth as say Rome Total War, or even Rebellion, EaW offers something different, especially on the campaign/galactic map mode where you need to think fast.

 

I agree here. EaW's strength doesn't lie in unique new features, and the designers really succeeded in making the game fun and accessible despite that.

 

*However*, LucasArts will never make a name for Star Wars in the RTS pantheon by keeping a "let's make something accessible and simple" philosophy. If they really want to make a popular SW RTS, they need to make something unique.

 

Space combat is excellent. The hard point idea is a really good one and just before your enemy jumps to hyperspace (I do hate the way it does that) you target the engines, so that ship(s) go no where!

 

It is, but I think the maps (and thus the overall battles) are too small. I know, the game does not "cover" RotJ, but Iwould have liked to build a huge fleet to really stew some crap in the galaxy. And when you think of it, it doesn't make much sense for your ships to "wait" outside of the map when your population is full. Ground battles also suffer from a similar problem, but it's just less noticeable, IMO.

 

EaW delivers on what it set out to be, and once they revamp the online set up (PLEASE!!!!!) I will be playing alot more online than I am.

 

This is hands down the worst aspect of the game. If you succeed in getting past the log in screen (a difficult feat indeed) you are greeted with only a couple of games.

 

I'll say it again (for the hundredth time) : LA - should - make - a - Battle.net rip-off. And please don't say that they don't have enough money to keep servers...

 

When you look at other RTS games, especially AOE 3 - it reminds me of how tired that game has become. It has had the SAME strategy in the game since day 1, and online. Tech up fast, Pikeman rush, game over, all inside 15 minutes. The graphics are a little fresher than previous games but essentially, its the same old thing.

 

DMUK

 

I always thought that the AoE games were crap. Thus, I did not care at all about AoE 3's release and what you say just makes me glad I did not even waste time in downloading the demo.

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