luj1
You're all shills
![Vatnik](/forums/smiles/titles/vatnik.png)
Battle Realms was fun
I think I saw a screenshot once.I actually never really played DR2 outside of running it once for 10 minutes and thinking wtf is this. Mistake?
sounds cool, some stuff is reminiscent of TA which is ofc a great game, but none of this is necessary in SCBW. It has its own mechanics, just adding more complexity wouldn't be any guaranteed improvement. If you wanted to improve SCBW, another round of polish would be a better way to go - make the most of what you have, bring the pathfinding up a notch etc. It's quite a slick game already, adding extra simulation could easily dilute its current strengths.A bunch.
- Elevation mechanics. Starcraft technically had rudimentary elevation mechanics with up to 3 levels and some range/accuracy rules when shooting up/down. DR had 10 levels and elevation + elevation differences affected pretty much everything - firing arcs, movement, line of sight, etc. Elevation was visualized by shading and there was also utility to automatically apply appropriate terrain tiles to steep ridges.
- Very detailed LOS rules. To the point where infantry hiding among vegetation gained a lot of edge against enemy armour simply because they were continuously slipping in and out of detection just by moving around (and faced less obstruction doing so).
- Extremely detailed terrain and mobility rules - hovercrafts could easily cross swamps and water but had to navigate around steep inclines, didn't benefit from roads and stuff like rubble or gravel slowed them down something nasty, OTOH wheeled vehicles could not pass swamps or water, but could scale fairly steep inclines, got a speed bonus on roads and weren't as brutally affected by rough terrain, then there was infantry that was overal slow and pathetic but could do swamps and scale any incline. And then you had hybrid kinds of propulsion, like amphibious APCs or hoverpack infantry.
- Units with working turrets. Anything with turrets could fire on the move and it had a lot of impact when trying to harass enemy or do hit and run. Ok, so could siege tanks in SC (and I guess goliaths?), but that didn't have nearly as much gameplay impact - in DR you had a lot more stuff with turrets, a lot of movement while shooting and line of sight rules that really helped make use of that.
- VERY long range artillery that really needed spotters.
- Resource flow rather than finite resource supply economy.
- AI options. You could give units orders to scout the map (basically move semi-randomly and try to reveal as much as possible but avoid enemy contact), harass enemy (same as above, but attack enemy units until fired upon - really good for turreted drive-bys), search-and destroy (mopping up stuff that might bite you in the ass later), pretty complex patrol route mechanics, ability to set-up your forces to automatically rotate - retreat to get healed/repaired, then return to battle.
- Very fast movement and shooting. It really ecouraged use of AI options and combined with flow economy made it very hard to turtle.
- Fairly advanced base micro - cutting off power to selected buildings if low on power, ability to pack up and move, ability to set up decoy buildings.
Battle Realms was great and did some new things, very unfortunately overshadowed by WC3 shortly after release. Not just being able to pump out troops and making you go through a process to train them was a great idea that I haven't seen much of since then. It made smaller scale battles make more sense than just by using an arbitrary unit limit. It also made it easier to wreck your opponents production chain and their peasants made for good targets, since without them they couldn't get new troops. Much more tense to be raided than in a game where they are just resource collectors and nothing else.Battle Realms was fun
Not just being able to pump out troops and making you go through a process to train them was a great idea that I haven't seen much of since then. It made smaller scale battles make more sense
Other than the Campaign Designer for The Frozen Throne, none of these guys worked on anything older than SC2. They'd have put it in their resume otherwise. Why are we getting excited, again?
No it didn't, it came out after WC3 and was more generic, even if it retained some cool features from Battle Realms due to using the same engine. Still liked it more than WC3. At least WotR had proper orcs and trolls. Having to capture horses to get riders, training peasants into your units, all that stuff was gone.War of the Ring did that tooNot just being able to pump out troops and making you go through a process to train them was a great idea that I haven't seen much of since then. It made smaller scale battles make more sense
Played a bit of Armies of Exigo but didn't think it was fun. The different layers were a nice gimmick but it didn't grip me at all.These old bums won't deliver any sort of good RTS, but if you want something akin to WC3 and pre-WOW Blizzard games then you should check out Armies of Exigo. Unfortunately it isn't on sale digitally so you have to acquire it on the black market.
Battle Realms was great and did some new things, very unfortunately overshadowed by WC3 shortly after release. Not just being able to pump out troops and making you go through a process to train them was a great idea that I haven't seen much of since then. It made smaller scale battles make more sense than just by using an arbitrary unit limit. It also made it easier to wreck your opponents production chain and their peasants made for good targets, since without them they couldn't get new troops. Much more tense to be raided than in a game where they are just resource collectors and nothing else.Battle Realms was fun
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