Its interesting seeing all of the They-Are-Billions-like games now coming out (Conan: Unconquered, Age of Darkness, Diplomacy is not an Option, also kind of Mindustry and Riftbreaker). They feel like a riff on tower defense games but also owe a fair bit of DNA to Stronghold.
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It's actually quite sad and frustrating: so much of CA's sometimes brilliant design work actually breaks when played on Hard/VHard in their games, but for experienced players, normal is comically easy, creating a situation where the game becomes LESS strategically rich over time.
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Another problem for CA is that it is extremely difficult to model shock in a game. So much of counter-attacking comes from being unexpectedly pushed from a direction or the sheer surprise of a retreating enemy suddenly moving towards you.
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I guess that's about the best you could do with computer games. They aren't military training sims, and need to be fun after all! Probably the best way to get human elements is using actual humans, such as theater games like Werewolf, Mafia, or Among Us.
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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Hard+ aside, I've noticed one of the problems with sieges in 3 kingdoms is that you have so much wall that the closest you can get to strategic depth is keeping a reserve to position at the eventual breach... which due to the small frontage there is a different kind of hard stop.
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I've definitely had units (when attacking) break under fire from the interior towers in cities, but usually it doesn't usually seem to do much more than delay the inevitable. (Okay, I also also got a lot better at generalling the battles, after playing a bunch.)
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