am I the only one who loved DoW2 that much?
i could play this game non stop
I hated DoW 2, the movement away from the traditional RTS format really grated on me.
I hated DoW 2, the movement away from the traditional RTS format really grated on me.
I hated DoW 2, the movement away from the traditional RTS format really grated on me.
I loved UaW, it really did have some great ideas going on. Especially with the Masari, As usual with RTS games, I tend to chose the factions that are hard to master, but devastating when you do as opposed to the sledgehammer type of factions. The Novus were a bit OP, IMO, but overall, it had some fresh takes on traditional RTS mechanics, without turning it into a completely different genre.Dude, if they had changed SC2 Blizzard would fall to a koreean rush in 5 seconds...
And i said i prefer more variation within the genre (which is why i was glad WC3 took a different route), not that i want all games to go that way... C&C needs Tiberium harvesting dammit...
Also, Universe at War had some interesting factions... too bad GfWL killed it... and then they stopped charging for Gold subscriptions... GATESSSS...
You totally underestimate how much the people that actually still play SC hate change... every damn new mechanic was denounced with fervour for months after it was announced... With SC2 Blizzard has their hands tied concerning how much new stuff they can do.Starcraft 2 will be fine playing closer to its predacessor because there has been a large amount of time between the two games of the series that a graphical update alone would probably be worth the time to play it.
^This^I still maintain that games don't have to be "innovative" to be good. My basic problem with DoW2 was that they took most of what I loved about the first game and gutted it for the sake of "innovation". There are many games that have come out recently that prove that they can be just as good by relying on what was done well in the past. For example, Torchlight, Punch Out, hell, even Prototype was basically Spider Man Web of Shadows with a different IP slapped over the top of it. I as your sig says alien, "this is new, and therefore better" isn't always the case.
I know in the age of ADD gaming, base building and tech trees may seem tiresome, but for me, without those aspects, it really isn't an RTS.
^This^I still maintain that games don't have to be "innovative" to be good. My basic problem with DoW2 was that they took most of what I loved about the first game and gutted it for the sake of "innovation". There are many games that have come out recently that prove that they can be just as good by relying on what was done well in the past. For example, Torchlight, Punch Out, hell, even Prototype was basically Spider Man Web of Shadows with a different IP slapped over the top of it. I as your sig says alien, "this is new, and therefore better" isn't always the case.
I know in the age of ADD gaming, base building and tech trees may seem tiresome, but for me, without those aspects, it really isn't an RTS.
Well i wasn't saying being innovative is better, more like "if i wanted to play one like SC i would just play SC, or the million other RTS's like it"... seeing how we already have those it seems to me that it's better to find ways to make DoW2 better within it's current paradigm, giving people more choices within the RTS genre.I still maintain that games don't have to be "innovative" to be good. My basic problem with DoW2 was that they took most of what I loved about the first game and gutted it for the sake of "innovation". There are many games that have come out recently that prove that they can be just as good by relying on what was done well in the past. For example, Torchlight, Punch Out, hell, even Prototype was basically Spider Man Web of Shadows with a different IP slapped over the top of it. I as your sig says alien, "this is new, and therefore better" isn't always the case.
Them not using a tech tree like the ones in CoH was a real shame... but Space Marines building barracks and stuff isn't very fluffy... instead they should have done it like they did in CoH with the British, and have them build all sorts of defensive structures to hold ground etc...I know in the age of ADD gaming, base building and tech trees may seem tiresome, but for me, without those aspects, it really isn't an RTS.
:sigh:Same reason they cut the Ork campaign, and didn't release extra campaigns for the Eldar and Orks like they said they would when the game came out...
Nah, we had a thread about this - I'm definitely in Tzeench's corner.Khorne lover...
If I have to specifically tell a soldier when to throw a grenade, it's tactics, not strategy. If there's no base building, it's tactics, not strategy. If there's no tech tree, it's tactics, not strategy. Resource gathering alone is not enough.It's not a RTT if it has you battle for your resources... lets call it a hybrid or something.
Then maybe I'll like it better then. I refuse to like it better now on the promise of what might come in future years. That's like buying a car without all the seats in it and being glad about how much room for seats it has.And the 9 races thing is something expansions will fix, and it's crazy to expect them to put them all in from the get-go.
Yeah, the Kane's Wrath expansion had it (they called it "global conquest", but I wasn't much of a fan of it there. This part is just personal preference I guess, and I can agree to disagree.But i prefer a SP campaign with a well told story, so i dind't much care for DC and SS's \\"map\\" thing... would have been better as an alternative game mode then a campaign imo. (One of the newer C&C had something like that i believe).
Tzeench isn't about subtlety, he's about strength through intelligence, adaptation, innovation and using chaos and confusion to one's own advantage. I'd say that's right up my alley.And there's no way you're subtle enough for the Changer of Ways...
Remind me what the last RTS where units used special abilities on their own was?!If I have to specifically tell a soldier when to throw a grenade, it's tactics, not strategy.
So i guess none of the battles of the ancient world where they didn't build a fort beforehand where devoid of strategy?If there's no base building, it's tactics, not strategy.
There's a pretty stripped down one for the units, but as before, there where early RTS's that had no tech trees...If there's no tech tree, it's tactics, not strategy.
That's why i said hybrid... having to worry about income and other macro stuff take it beyond what a classic RTT is.Resource gathering alone is not enough.
I was simply questioning your unrealistic expectations...Then maybe I'll like it better then. I refuse to like it better now on the promise of what might come in future years. That's like buying a car without all the seats in it and being glad about how much room for seats it has.
I guess we could always use more Chaos Spawn...Tzeench isn't about subtlety, he's about strength through intelligence, adaptation, innovation and using chaos and confusion to one's own advantage. I'd say that's right up my alley.
Remind me what the last RTS where units used special abilities on their own was?! [/QUOTE]If I have to specifically tell a soldier when to throw a grenade, it's tactics, not strategy.
What happens during the battle is tactics. What happens before the battle, the preparation that alters the battle before it even starts - that's strategy.So i guess none of the battles of the ancient world where they didn't build a fort beforehand where devoid of strategy?If there's no base building, it's tactics, not strategy.
The Definition of Strategy said:Strategy is distinct from tactics. In military terms, tactics is concerned with the conduct of an engagement while strategy is concerned with how different engagements are linked. In other words, how a battle is fought is a matter of tactics: the terms that it is fought on and whether it should be fought at all is a matter of strategy. Military strategy is the overarching, long-term plan of operations that will achieve the political objectives of the nation. It is part of the four levels of warfare: political goals, strategy, operations, and tactics.
they had them in the form of build trees. Not just "here's your guys, and all you can do is reinforce them with more of the same guys." That kinda sounds close to your chesspiece definition, doesn't it?There's a pretty stripped down one for the units, but as before, there where early RTS's that had no tech trees...If there's no tech tree, it's tactics, not strategy.
If they put in base/emplacement building, it would go a long way, I'll say that.Sure, they went a little too far, would have been better if they allowed everyone to have turrets (and given Thunderfire cannons and equivalents to the engineer commanders ) and made the beacon things be able to created troops (via drops) and other stuff to make it give you more strategic options.
COH was kind of its own beast unto itself. I think it's closer to the hybrid definition you were aiming for.CoH did it better with the minimal buildings but plenty of defensive options (at least for the brits).
Don't be jealous the raven god favors me more than you. Don't playa hate, appreciate.I guess we could always use more Chaos Spawn...Tzeench isn't about subtlety, he's about strength through intelligence, adaptation, innovation and using chaos and confusion to one's own advantage. I'd say that's right up my alley.
Yup... a recent one trying to lessen micro-management (which was prevalent from Dune II itelf) in favour of larger scale stuff...Supreme motherfuckin Commander.
They have tiers that cost resources to unlock, being in the same building isn't enough to say it's absent. It's not like it hasn't been done before: http://en.wikipedia.org/wiki/Dark_Colony http://4xscope.wordpress.com/2008/11/08/the-golden-age-rts-series-dark-colony/they had them in the form of build trees. Not just \\"here's your guys, and all you can do is reinforce them with more of the same guys.\\" That kinda sounds close to your chesspiece definition, doesn't it?