Universe at War: Earth Assault First Details
Joe "OuTkAsT-1" Topolnisky
Scoring some of the first details on Universe at War: Earth Assault, PC.IGN sits down with Petroglyph for a quick chat about their upcoming RTS. They cover the game's setting, their targeted release date and more! Here's a meaty bit to sink your teeth into:
IGNPC: What kinds of objectives will players need to think about when they're dropped into tactical mode? Is it going to be mostly seek and destroy?
Steve Copeland: In the global game, a player had better have put some thought into his plan before being dropped into tactical mode. Each Strike Force and hero has strengths and weaknesses that will determine their appropriateness for leading the troops into a given situation. Is a surgical strike in order to take out one of the territory upgrades your enemy is using for global advantage? Would it be best to just take a bunch of units and roll over my opponent? Or is this strike force going to dig in, build a base, and stage a full-on war over the region (often the only way to take out a massive war facility)? An endeavor like this could be worthwhile to cause your opponent a significant setback in economics, research, production capabilities, or to destroy a global mega-weapon.
There are also many high-level decisions to make in the shorter, one-off, tactical only games. We're big fans of both macro and micro management challenges, so we've made a game where both are important. To elaborate on the macro game: you've got to consider if you're going to force early tech versus early units, which research path you're going to advance, map control, economic game, harassment and distractions, how much effort to put into scouting. Scouting is key. The information you have will better let you head your opponent off strategically and give you valuable clues for how to best customize your units. All of the good stuff from your favorite RTS games is in there, with a good amount of fresh gameplay around each faction's specific researchable capabilities, unit customization, and other features.
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