![]() ![]() It gave a strategic advantage to the defender, which I wanted to reflect in TA.” And Taylor was convinced more could be made of the obligatory radar screen that had already become a RTS staple. As for the wreckage, if you watch documentaries on war, it’s a huge aspect with roads and fields littered with tanks and other vehicles, blocking the path of other units. “I was frustrated by the limits and wanted immense over-the-top battles that could enthral the player. “I wanted to create a game where controlling the high ground really mattered,” he explains, “and that if you hid in the shadow of a mountain you could protect yourself from certain kinds of projectiles.” Meantime other design ideas such as a hugely increased unit allowance and the wreckage from destroyed vehicles remaining on the battlefield were borne more from his own experiences in playing RTS games. ![]() ![]() ![]() By the time Taylor began prototyping the engine in the Autumn of 1995, he had already spent considerable effort studying weapon systems and battle tactics, specifically the key strategic element of elevation when employing heavy ordnance. ![]()
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