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Add to Collection. This item has been added to your Favorites. Game Type: FOC. File Size. Created by. EmperorNiko Offline. This item has been added to your Subscriptions. The engine automatically adapts to suit each gaming mode. Once you've moved your ships into position and decided to fight, the engine moves into Combat Mode until the battle is resolved," confirms Brett. So how about the space combat sections, what can we expect from those?
Space combat is an integral part of projecting force across the galaxy and as a preparation for land invasion, reveals Brett. Space battles have a unique character to them. They're about massive capital ships manoeuvring to bring turbo lasers to bear as they blow each other up, one piece at a time.
All the while, the more nimble fighters and corvettes dogfight in their own dance of death in a quest to get a clear shot at unleashing proton torpedo attacks on the larger ships. Judging by these early in-game screenshots, space battles are looking like being epic affairs, intergalactic slugfests between titanic destroyers complemented by dozens of buzzing, smaller fighters. But as Brett explains, these levels should avoid the often-daunting complexity of Homeworld's fully freeform space skirmishes.
It's a 3D world, but in terms of the camera angle, space battles won't feel too dissimilar to the ground battles. We don't want you spinning around on both axis and getting lost in the 3D world. However, one way in which these space-based battles will compare closely to Homeworld's is through the extensive strategies made available to you. These include tactics like concealing your ships in asteroid fields while you lie in wait for the unsuspecting enemy to float by, or the ability to target specific parts of enemy capital ships such their engines, in order to severely hinder their manoeuvrability.
Now, I bet that by now you're shuffling uncomfortably in your seat, palms clammy, teeth grinding as you wonder what missions from the films you'll be able to sink your now worn-down molars into. I'm right aren't I? Well, let's tackle that question right now. Once again, the portents are good. Very good. Battles from the movies that will be in the game include the battle on Hoth and the Battle of Yavin, comes Brett's reassuring reply. In addition, there'll be battles that represent hypothetical or implied battles from the context of the movies.
The exact format of these will depend on the context of the galaxy as dictated by your actions. What if Dantooine was still defended by the Rebels when the Empire arrived? What if a large contingent of Rebel ships were present at Yavin? These and other scenarios are available as tactical battles that you can participate in.
Right, let's move on to the ground-based missions, which sound like they could be every bit as enthralling as their frenetic interstellar counterparts. Once again, these missions are being designed to be heavily reliant on your ability to effectively utilise realistic battle tactics. Alternatively, you could use scouts to reveal the enemy in order to enable long-range artillery to attack from a relatively safe distance.
Or you may want to call in invasion transports at a key moment in order to get maximum tactical advantage, says Brett. It all sounds more mouth-moistening than a platter of skewered barbecued meat - or a plate of cabbage garnished with sprouts and turnips I'm guessing if you're one of those veggie types - especially the ability to launch hit-and-run attacks on enemy strongholds in order to disable key installations.
The possibilities here are endless. Just imagine if you could cunningly infiltrate the enemy's defences and blow up ground-based space cannons or shield generators so your fleet could pass through a sector more safely, or have more of a chance when attacking a collection of Star Destroyers, or even the Death Star itself?
Of course, this kind of set-up, whereby space and ground battles dynamically complement each other rather than existing as separate entities, also means that you'll sometimes find yourself on the defensive, a situation that will once again come with its own unique strategic options.
These, we've been promised, will include the ability to fall back to different levels of your base and harness combined arms and terrain advantage. These battles will be significant in their own way, and it's likely there'll be assaults similar to the battle on Hoth - where you must make a hasty retreat to fight another day in the face of a superior invasion," claims Brett. But let's face it, retreat is for lily-livered wimps and mewling cry-babies, so thankfully, there'll be plenty of ways to try and avoid it.
Brett suggests a number of ways off the cuff. The defender could flank the attacker in order to attack the invaders by surprise from the sides or rear, or they could race out to defeat the initial invasion force before the bulk of the invader's forces can land.
In addition, there are varieties of tactics that are dictated by the kinds of forces in play and the terrain being fought over. One thing that both Petroglyph and LucasArts are very aware of is that they aren't just aiming to make a great strategy game, but also one that fully reflects the world and technology of the Star Wars universe. It's something that Brett believes Empire At War will do full justice to.
Much of the technical flavour of Star Wars is present," he says. This includes speeders being able to entangle AT-AT's legs occasionally, as well as shields that block certain kinds of weapons, repulsortift vehicles that can travel over water and even planetary-based ion cannons that cause no end of hassle for an enemy blockading fleet.
So just how excited or indifferent should you be getting? Well, while Star Wars: Empire At War may still be in the very early phases of development, if what Brett claims is true and the game really does combine space and ground-based missions in a freeform, dynamic campaign while fully utilising real tactics and truly harnessing the Star Wars universe, then it could just prove to be one of the pivotal moments in the evolution of the RTS.
One that could banish the memory of Force Commander to a dark, dark r, far away. Petroglyph, may the Force be with you. Usually at this stage, a developer is either unwilling or unable to talk about its game's multiplayer options. Slornie Online. Slevered Offline. Pox Offline. Hannes Online. Nolanstar Offline. DarkJedi Offline. Terribul Offline. IRampagingRhin0 Offline. See all collections created by Corey Loses and other people some may be hidden.
This item has been added to your Subscriptions. Some games will require you to relaunch them before the item will be downloaded. Empire at War Expanded Mods. Palpatine's machinations and the decay of the Republic have brought the galaxy into the most destructive war it's ever seen. The Separatist droid armies threaten to overrun the Republic and no matter who comes out on top, the course of galactic history will be altered forever There are also new government mechanics where you can interact with other subfactions and story events in new ways, along with a planet loyalty system, giving extra income, unique units, and other bonuses at high levels, but with other negative effects if your member worlds become too unhappy with your leadership.
Older versions put on Mod Database to continue old saves. These will have several focuses. If you would like to join early testing or keep track of updates, the best place to do it is on our Discord server [discord. Popular Discussions View All Lord Admiral Daniel Phillips 21 Nov am.
It's less that they have insane amounts of health and more that anything that can keep up with them can't hit them.
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