![]() But if done right, this should be a meaningful progression of the series-one that may even justify that 20-year wait.I love the HW games. I'm eager to see how these design elements play out in a more organic way, in a mission where they aren't being so clearly tutorialised to the player. The use of terrain, and particularly cover, gives it a strong flavour of modern RTS design, even while it seemingly retains the design philosophy-and the vibes-that built its legacy as a cult classic of the genre. The irony of Homeworld 3 is that it does feel like a Relic RTS-specifically a more modern one from the post-Company of Heroes era. ![]() "But again, the terrain-even with those-if you were to micro the missile frigates, you could bind to cover as well… if you think about that from a PvP perspective." "The bombers coming after show you that there still are hard counters," says Mueller. Now I'm more than ready to steamroll the rest of the mission, although a more clever opponent could have still caused me some trouble. With the frigates dead and the points captured, my mothership gains the ability to build bombers-a natural counter to the missile frigates. Now you're able to move your fighters and use the terrain and get on top of something, which now means you've increased that time to kill, so that you don't die immediately before you get there." In previous Homeworlds, if you brought a bunch of fighters against a bunch of frigates, there's nothing to stop them from just immediately launching all of their weapons at you. "Terrain is supposed to be more of a creator of soft counters. "The convenient cover in mission three specifically is to set up the hard counters and soft counters of the game," says Mueller. Instead it feels like a genuine progression of the ideas laid out in the Homeworlds of old a little extra spice that means battles can be more than just the sum of the units that make up each side. ![]() Despite the extra complication the environment brings, this still isn't an RTS that relies on heavy, exhaustive micro. Attack angles and tactical retreats can still decide the moment-to-moment outcome. Positioning and composition are still important. In the ensuing fracas, I lose a whole bunch of them-they're still just interceptors after all-but my losses are far less than what the match-up would suggest.Ĭrucially, though, these elements of terrain nonetheless fit well into Homeworld's classic style of combat. My squad emerges from below, surprising the frigates as they fire pointlessly at a target they can't hit. ![]() Tunnels like this provide a route between two points that block line-of-sight, meaning they're perfect for flanking manoeuvres and ambushes. ![]()
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February 2023
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