Johannes
Arcane
http://www.kickstarter.com/projects/659943965/planetary-annihilation-a-next-generation-rts
Pretty obvious from the name where it draws influences, it'll be basically a TA-like but with featuring a full planet(s) plus moons and asteroids around it.
Obvious worry is, how will the interface work, and if they can balance it so that you actually get to satisfactorily use this off-world stuff without a match taking hours and hours.
And it'll have no SP campaign by default, only as a stretch goal after initial 900k. Which is actually good, it's a guarantee they're concentrating on the main thing.
Here's some more info on it - first link is a more general preview, second has more specific questions on gameplay focus, interface, etc.:
http://www.pcgamer.com/previews/pla...view-when-strategy-worlds-collide-with-moons/
http://www.pcgamer.com/2012/08/15/planetary-annihilation-interview/
Pretty obvious from the name where it draws influences, it'll be basically a TA-like but with featuring a full planet(s) plus moons and asteroids around it.
Obvious worry is, how will the interface work, and if they can balance it so that you actually get to satisfactorily use this off-world stuff without a match taking hours and hours.
And it'll have no SP campaign by default, only as a stretch goal after initial 900k. Which is actually good, it's a guarantee they're concentrating on the main thing.
Here's some more info on it - first link is a more general preview, second has more specific questions on gameplay focus, interface, etc.:
http://www.pcgamer.com/previews/pla...view-when-strategy-worlds-collide-with-moons/
http://www.pcgamer.com/2012/08/15/planetary-annihilation-interview/
Mavor describes how being able to occupy and maneuver other planets can create unusual tactics throughout a game of Planetary Annihilation, and sets up and endgame that sounds unlike anything else you’ve seen in an RTS. Initially, other planetoids are simply a new area to build bases and extract resources, and perhaps give local support to troops fighting on a nearby planet. For instance, you can station troops on a moon orbiting your starting planet, then use that moon to do orbital drops behind enemy lines.
Later, however, when you can afford to build the enormous, city-sized engine arrays capable of moving that moon, you can send it across the solar system into position near another planet. Now it operates like a gigantic carrier and gun battery, a Death Star that really is a moon.
As players explore the solar system, they can occupy new territory, but Mavor sees the endgame reversing that process.
“I’m picturing games that end where basically two-thirds or three-quarters of the way through the game, [the starting] planet’s out of it. Your playfield just shrunk, because you guys have chucked enough rocks down at the thing that you can’t really do anything with it anymore. Now your playfield has shrunk and you’re forced to engage each other.”
With multiple planets being involved, how are you going to handle transiting between planets? Is there going to be any kind of a fleet game, a space game, that governs how people pass between worlds?
Mavor: The short answer is, I want to not have too much in the way of that space battle stuff. I want it to be… I’m launching a rocket from this planet to that planet, and when that rocket is in flight, you’re not doing a whole lot with it. You’re not dealing with it. It’s more like a transport mechanism. And the reason for that is, I think space battles, space armadas and stuff like that, require a completely different kind of interface and a completely different way of handling it. I want the combat to be mostly ground-based. We will have satellites, a satellite layer around the worlds, where there can be some space stuff that happens.