I think Joe Bourque is on to something- let's see what RTS stereotypes there are which we can, er, coerce BHG into adopting. I'll start by throwing up a few seretypes.
* Strict, Mission Based Apporach to scenario design. Earlier actions do not influence what happens later in the game, other than winning means progress and losing means Game Over. There is no flow from one mission to the next, but they are all discrete, separate missions. The game is completely linear.
* The best tactic is inevitably to stock up a lot of the strongest land units and attacking the enemy base en-masse, aka the "Tank Rush".
How do you solve these two? Do you have any more?
* Strict, Mission Based Apporach to scenario design. Earlier actions do not influence what happens later in the game, other than winning means progress and losing means Game Over. There is no flow from one mission to the next, but they are all discrete, separate missions. The game is completely linear.
* The best tactic is inevitably to stock up a lot of the strongest land units and attacking the enemy base en-masse, aka the "Tank Rush".
How do you solve these two? Do you have any more?
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