Warzone 2100 borrows plenty of ideas from its predecessors (mainly the C&C series), but it has enough new ones to make it worth checking out for fans of the real-time strategy genre. From what we've seen so far however, we'd be inclined to give them the benefit of the doubt, though we'll obviously reserve judgement until we get to go a few rounds with the team in a heated multi-player session once things are in place early next year. You get to add more buildings and defences and even use it to fly missions to other mission maps."Ĭlearly, Warzone: 2100 already looks the business, though whether Pumpkin can deliver the gaming goods is yet to be determined. Instead of rebuilding it for each mission, it stays as your base of operations. Similarly, the player's base lasts for the duration of each campaign, so you've got to look after it. This feature alone, coupled with the fully-rotational, Gouraud shaded landscape mentioned above, texturemapped buildings and structures and a zoom in/out liber-engine that allows you to view the action from numerous viewpoints, should be more than enough to get the juices of any die hard C&C fan flowing, but what does it have over Westwood's ageing classic? As well as all the features I've mentioned and a dynamic 3D engine, we've been working hard on developing sophisticated Al systems that govern droid behaviour and combat -the idea being that the longer you can manage to hold on to your droids, the better they'll perform for you. All the vehicles and units are made of polygons and constructed from three distinct components: bodies, propulsion units and turrets which will allow the player to design their own vehicles. If you were one of the many who ignored it first time round, don't make the same mistake again.Įarly indications suggest that there'll be a lot more to Warzone: 2100 than lush graphical effects however. The graphics still look the business and the AI remains one of the best examples in any RTS. So, instead of spending ages arranging buildings into pretty patterns, you can concentrate on the actual game. For starters, they don't just rely on the tired formula of 'rush enemy base' and you don't even have to build your base from scratch at the start of each mission, since it carries on through the campaign. Looking back at it now, it's easy to see why Ttberian Sun was such a disappointment: it was a significant step backwards from Warzone.Īlthough the story won't win any awards (a post-apocalyptic Earth inhabited by Mad Max-style scavengers and hi-tech soldiers), the campaign structures have much to recommend them. Sadly, it was so far ahead of its time, it failed to make a true impression on gamers who just wanted more of the same old tosh. It introduced a beautiful 3D perspective on the action that actually worked and had the gameplay to match. towers are for artillery emplacments and turrets are for artillery units.In the overcrowded genre of real-time strategy, Warzone 2100 ms a true innovator when it first appeared about a year ago. well the "green sensor" wide spectrum turret/tower has not all sensor types. basicly that means artillery will fire over walls to hit a target assigned by the sensor equiped unit.ĬB turrets on a unit work the same as towers. the units with these sensors can provide targeting information dispite the units assigned to it's line of site. you assign a target like you would any weapon equiped unit. very handy.Īlso, standard, and strike sensor modules on a unit do not auto target, only the towers do that. The very expensive green radar is all the sensor types combined. this may, or may not, be benifitial to you. keep in mind it targets the closest unit as well, so you get concentrated fire on that particular unit. any thing targeted gets all the units assigned to the sensor to fire at it. Ouch wrote:that works simular to the standard sensor module.īasicly any enemy unit in range gets targeted.
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