Jason
chasing a bee
<strong>[ Preview ]</strong>
<p><a href="http://www.strategyinformer.com/pc/menofwar/preview.html" target="_blank">Strategy Informer</a> got an early peek at the upcoming real-time tactical title, <strong><a href="http://www.menofwargame.com/" target="_blank">Men of War</a></strong>.</p><blockquote><p>The gameplay itself is actually quite intuitive, if a bit fiddly at times. By selecting up to 10 troops, you can give contextual orders based on the map surroundings. This mechanic mainly refers to cover, as if you hover the cursor near almost any obstacle in the game, it will give you a give ‘image’ as to where your troops would station themselves if sent to that area. Once you’ve clicked on a spot, your troops will move into position and then behave as they normally would depending on how you’ve set them. It’s a very clever system, and the AI that governs it performs reasonably well. Each individual soldier under your command also has finite resources available to him, so if he runs out of ammo, he will have to start scrounging. It’s the little things like these that really bring out the games strengths, especially in the larger battles. At the same time though, you almost wish they could write in a script that takes care of micro-tasks like that, as it can often be hard to keep track of who still has what.
</p></blockquote>
<p><a href="http://www.strategyinformer.com/pc/menofwar/preview.html" target="_blank">Strategy Informer</a> got an early peek at the upcoming real-time tactical title, <strong><a href="http://www.menofwargame.com/" target="_blank">Men of War</a></strong>.</p><blockquote><p>The gameplay itself is actually quite intuitive, if a bit fiddly at times. By selecting up to 10 troops, you can give contextual orders based on the map surroundings. This mechanic mainly refers to cover, as if you hover the cursor near almost any obstacle in the game, it will give you a give ‘image’ as to where your troops would station themselves if sent to that area. Once you’ve clicked on a spot, your troops will move into position and then behave as they normally would depending on how you’ve set them. It’s a very clever system, and the AI that governs it performs reasonably well. Each individual soldier under your command also has finite resources available to him, so if he runs out of ammo, he will have to start scrounging. It’s the little things like these that really bring out the games strengths, especially in the larger battles. At the same time though, you almost wish they could write in a script that takes care of micro-tasks like that, as it can often be hard to keep track of who still has what.
</p></blockquote>