High cost, multiple abilities, leveling system, item system.What is one RTS that you’ve played that incorporates heroes in some form? By no means am I stellar at these games, but I love them. Big fan of RA2 and SC2 Co-op, to gauge where my talking points come from. (I could also talk about hero units in Empire Earth, but I don't want to make this any more of a wall of text than it already is)įor reference, I've played TA, RA2, Empire Earth, C&C Generals, WC3, Supreme Commander 2, Empire at War, CoH2, Planetary Annihilation and Starcraft 2. Finally, Arby can be tough to micro during his ability because of the zoom in causing ideal targets to be obscured, but that's related to the zoom in problem. There also isn't an easy way to tell what upgrades your enemy might have on their hero unless you notice Arbiter healing on kills or something. The part I mostly dislike is how I can't see a thing because the game decided I should zoom way in on my ability. This does mean that you can't just queue up kill orders on the enemy army and let arby do his thing while you micro the army, which is probably a sound balance decision. In the other cases, one calls down a big hurty space beam and the other makes a wacky gravity tornado) and can't stop looking at that area until you deactivate the ability. I kinda dislike how the game locks you into using that character's ability once you start - you're zoomed into the location of the ability (in Arbiter's case, he goes ham with his swords. Some days, you just want to play the same game but not have to worry about one aspect of it. Sounds like a bandaid fix, but I personally like it. If they don't like the idea of microing one little dude around the map, they can just play a faction that does not have hero units whatsoever. The addition of heroes on one faction gives what could be a slight difference in overall gameplay (without hero units) a conscious choice in what type of gameplay the player wants. It's mostly abilities and upgrades (and probably stats I know little about) that separate the tanks, infantry and air units from both factions. I like how the hero units set the covenant apart from the UNSC, if both or neither faction had hero units, the factions might feel a bit too similar. He'd get cut to ribbons/flattened or disintegrated like any human against the Covenant leaders. Captain Cutter can have all the combat skill and tactics he wants, he can't lead from the front line. I like how the hero/leader makes sense in-universe: Of course the Arbiter is going to lead his armies, he's a warrior. They have upgrades (like their UNSC calldown equivalents) to increase damage and decrease use cost of abilities, if they died they could be revived with a time and money cost but no supply cost, you were just limited to 1. Each of the three leaders has their own special ability that costs money to maintain and units produced at any of your bases can be teleported directly to their location, allowing constant reinforcement or surprise armies. The Covenant have hero units instead of orbital calldowns like the UNSC. Something I haven't seen mentioned yet is Halo Wars (the first one, haven't played the second). Later on in the month, various developers will attempt to add to the discussion by chiming in with their own thoughts on the concept of heroes in general. Our ideal is that fruitful discussions will naturally branch off from these dissections.
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