This real time strategy game isn't like others but there are a few games which have some similarities even if they are minor or used in another way to my idea.
Sins of a Solar Empire
Genre: Real Time Strategy
Developer: Ironclad Games
Publisher: Stardock
Summary:
In Sins of a Solar Empire, you are the leader of a civilization embroiled in a galactic war, fighting for the survival of your entire race against relentless foes. Your success will depend entirely on your ability to manage your empire and command your vast fleets of starships to victory.
What it is comprised of:
- Exploring the map, keeping intel on enemies recent and scouting new planets.
- Resource gathering, collect the three resources required to build and construct.
- Attack enemies in large scale battles, the game is mainly combat focused.
- Upgrade planets directly or build supporting structure in orbit.
- Research new abilities.
Conclusion:
Sins of a Solar Empire is a deep and tactical game with many areas of gameplay from combat, construction, resources and research. It shares a similar theme with systems of influence in the fact that its set in space and in solar systems. This is where the similarities end, Sins is a rts heavily focused on combat and is a complex pc title aimed at rts fans and hardcore players.
What I am trying to do with Systems of Influence is create a easier more casual game to ease new players into the rts genre and offer hardcore fans a more relaxed quick match gaming option.
What I am trying to do with Systems of Influence is create a easier more casual game to ease new players into the rts genre and offer hardcore fans a more relaxed quick match gaming option.
Star Wars: Empire at War
Genre: Real Time Strategy
Developer: Petroglyph Game
Publisher: Lucas Arts
Summary:
Star Wars: Empire at War is a
real-time strategy game that takes place in the Star Wars universe. The game
features a brand new style of play to make things a bit more realistic. Instead
of building workers, gathering resources, and recruiting individual units,
players are granted resources based on how many planets the player controls.
Controlling worlds increases a player's cash flow and provide unique bonuses
depending on the planet.
What it is comprised of:
· Battles both in space and on planets.
· Managing planets and resources.
· Offensive and Defensive bonuses.
· Construction of bases during planet side battles.
Conclusion:
Star Wars Empire at War may of been
one of the first rts games of last generation to change the way units and
resources are gathered and may have well even inspired later games. The way
planets generate a certain amount of resources depending on various factors is somewhat
how the planets work in Systems of Influence however in my game concept this
resource income is also affected by the structures and abilities that players
use.
Star Wars EaW also features space battles and a heavier
focus on combat over Systems of Influence and the Star Wars brand may have
turned off a few players.
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