Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Grey Goo- new RTS by the guys who made End of nations  (Read 2493 times)

TheDarkStar

  • Bay Watcher
    • View Profile
Re: Grey Goo- new RTS by the guys who made End of nations
« Reply #15 on: January 19, 2015, 04:29:57 pm »

I want more games in the TA style. There's just so much more that you can get from being able to have more than 50 units, large maps, and some kind of physics other than "You can't go there because I say so".
Logged
Don't die; it's bad for your health!

it happened it happened it happen im so hyped to actually get attacked now

SharpKris

  • Bay Watcher
    • View Profile
Re: Grey Goo- new RTS by the guys who made End of nations
« Reply #16 on: January 19, 2015, 05:12:16 pm »

I want more games in the TA style. There's just so much more that you can get from being able to have more than 50 units, large maps, and some kind of physics other than "You can't go there because I say so".
i couldn't agree more! i think RTS game maps should be so much more interactive on their own.
could you imagine if mid combat in wc3 a player could win over a neutral faction on the map that would attack the enemy in specific location.
Logged

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Grey Goo- new RTS by the guys who made End of nations
« Reply #17 on: January 19, 2015, 05:17:00 pm »

Or dig trenches or topple buildings in the way of enemies.
Logged

Sonlirain

  • Bay Watcher
    • View Profile
Re: Grey Goo- new RTS by the guys who made End of nations
« Reply #18 on: January 19, 2015, 07:21:59 pm »

Earth 2150 had deformable terrain allowing some neat tactics like digging a trench around your base or even directly to the enemies base ifhe has no weapons that shoot in an arc.
Also you can build bridges.... and then mine them.

Then there was the underground layer but it was kinda boring as the only thing you could do is dig tunnels and move units around unseen and unobstructed by terrain.

Then you had metal fatigue.
Compared to Earth it lacked deformable terrain but allowed building underground and in orbit with each layer having a specific strength.

Underground had richer magma pools to extract energy (the games currency), surface had less abundant lava pools but allows building solar collectors that supply a steady stream of energy. And finally the orbital layer where land is scarce but solar collectors are 4 times more efficient.
Logged
"If you make something idiot proof, someone will just make a better idiot."
Self promotion below.
I have a mostly dead youtube channel.
Pages: 1 [2]