Traditional RTS professionals are good are a few key points of the game: 1. Builds 2. Scouting 3. Economy/Army balance (Choosing when to build attackers, and when to build gatherers) 4. Base management/Expansion 5. Micro
Our game has almost none of those. It has small amounts of micro, but on a completely different level and with a very different approach. Players don't manage economy (gold, minerals, gas) they manage units, area control (granting buffs to their army) and army placement (for defense, offense, including the type of units used for each situation)
Similarities include... Spawning units, moving units in real-time, defeating opponent's units, unit-creation decisions.
Differences include... Spawning happens constantly and isn't dependent on build or specific spawn-type decision-making, there are no real resources but time, area control* is very important to victory (not killing bases/units), you do not expand your "base" or create buildings, strategy is housed in the placement of units rather than general strength or "horde-fighting".
*This one is golden. Dominating areas and earning rewards for your work is a major core mechanic to the game.
Please help me list the similarities and differences between InSanity and Traditional RTS games. Marty wanted me to get a basic list. Thank you!
ReplyDeleteDifferences:
ReplyDeleteLack of resource gathering
Unit spawning rather than built
Relatively few units on screen
Similarities:
Unit controls
Resource management
Super weapon (spells that target areas)
There are more I am sure.
Traditional RTS professionals are good are a few key points of the game:
ReplyDelete1. Builds
2. Scouting
3. Economy/Army balance (Choosing when to build attackers, and when to build gatherers)
4. Base management/Expansion
5. Micro
Our game has almost none of those. It has small amounts of micro, but on a completely different level and with a very different approach. Players don't manage economy (gold, minerals, gas) they manage units, area control (granting buffs to their army) and army placement (for defense, offense, including the type of units used for each situation)
I didn't give a list, but hopefully that helps?
Similarities include... Spawning units, moving units in real-time, defeating opponent's units, unit-creation decisions.
ReplyDeleteDifferences include... Spawning happens constantly and isn't dependent on build or specific spawn-type decision-making, there are no real resources but time, area control* is very important to victory (not killing bases/units), you do not expand your "base" or create buildings, strategy is housed in the placement of units rather than general strength or "horde-fighting".
*This one is golden. Dominating areas and earning rewards for your work is a major core mechanic to the game.
Thank you for helping me on that list! I have a lot of ideas!
ReplyDelete