General Category > AI War II
Core design: What makes AI war, AI war?
Cyborg:
--- Quote from: Timerlane on August 28, 2016, 06:06:14 pm ---It's also a game with less emphasis on unit micro than a typical RTS, including using 'fixed' turrets to contribute significantly to defense, leaving most of the player's mobile units free for offensive purposes.
Hostile planets, on the other hand, can present something of a puzzle to unravel. Ion Cannons, Orbital Mass Drivers, Guard Posts, Fortresses, Forcefields, etc. require the player to decide what needs to be taken out, in what order, and what ships should(or should not) be used/present, until the time is right.
--- End quote ---
Yes, I think it used to be said by the developers to be "peeling the onion" or something like that.
Dominus Arbitrationis:
--- Quote from: Cyborg on August 28, 2016, 06:32:03 pm ---"peeling the onion" or something like that.
--- End quote ---
Well, it certainly makes us all cry.
Captain Jack:
Two things: the options and the sense of isolation.
From a gameplay sense, I like I can customize my play experience. If I want to rampage across the galaxy with unstoppable superweapons I can add Golems and the Champion. If I want a much more aggressive opponent there are options for that. Precision customization of the game experience I guess you'd call it?
The sense of isolation is... hm. A combination of the music, the scenario and the need to react to changing circumstances while planning an overarching strategy sells the premise.
--- Quote from: Dominus Arbitrationis on August 28, 2016, 06:40:06 pm ---
--- Quote from: Cyborg on August 28, 2016, 06:32:03 pm ---"peeling the onion" or something like that.
--- End quote ---
Well, it certainly makes us all cry.
--- End quote ---
Heh.
Pumpkin:
For me, the core of AI War is (below PvE RTS):
* Emergence
* Freedom
(and by "freedom" I mean "playstyle freedom": many different strategical approaches are viable)
Draco18s:
I'm going to add in:
[*]The ability to nuke the entire galaxy if you really want to[/list]
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