Tempest Rising is not an RTS game in which I was expecting to see percentage based RPG-like upgrades in the Doctrine and Armory systems. And because of this, the new single player demo disappointed me on one hand, while on the other I felt so at home in its perfect synergy of simple base building, beautiful cutscenes and terrific unit combat.
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Chapters
0:00 RPG-like upgrades in an RTS?
0:29 New Demo and Lore
0:58 Bad upgrades
1:56 Good upgrades
2:40 Armory & Doctrines synergy
3:18 GDF Intel points & abilities
3:49 Units, Combat & Campaign
4:27 Line of Sight & Fog of War
4:49 Formations & Controls
5:42 Bonus Features
5:56 Support Powers
6:15 Tempest Dynasty Plans
6:31 Distribution Power plan mode
7:04 Fantastic gameplay atmosphere
7:22 Cutscenes, Cinematics & Characters
7:55 Conclusion
👓Game Previews: • PC Game Previews with gameplay and fe...
Command one of three distinct factions in a desperate struggle for power and resources in Tempest Rising - a classic RTS set on Earth after a nuclear war.
🛒 Steam store link: https://store.steampowered.com/app/14...
The new demo is part of this year's TacticCon allowing us to play one mission on each side of the conflict between the GDF and Tempest Dynasty as well as to learn much more lore surrounding the mysterious tempest vines.
Personally I was more interested to play with the Tempest Dynasty faction which is why I picked their mission first, as they have this sweet dark red overlay, a culture of oppressed but relentless fighters and lots of interesting units.
But, before I got to that part, I was presented with a totally new screen, the first time we as the players get to interact with the Doctrine and Armory systems in Tempest Rising. Unfortunately my excitement was quickly dampened by all the percentage signs I started seeing in the description of both the Doctrine trees and armory upgrades.
I have personally grown tired of the numbers game, and increasing units stats by these kinds of 10, 30, 50% upgrades and wish to see more meaningful changes, transformations, extra uses and such after upgrading my units. Feel free to tell me in the comments if you share my opinion or not. I know that many RTS games which have these RPG-like upgrades use this system of percentage based improvements to units and buildings, and that after a certain amount of them, developers simply run out of ideas. But I would rather have fewer choices which are obvious and useful, rather than these empty, incremental ones.
Thankfully there are those upgrades in the Armory and Doctrine screens of both factions which are not number based but provide actual changes to units, buildings, their abilities or actions. And this is the stuff that is really good as it provides more ways to play, increases replayability, and opens up new tactics as you develop your own personalized campaign playthrough.
So when later I played the GDFs mission of this new demo, and after missing it at first glance I found a nice combo of Doctrine upgrades and Armory upgrades for the GDFs drone operator unit. Because by buying the Laser drones armory upgrade for that unit, which turns the drone’s gun into a laser weapon, and combining it with the pinpoint weaknesses upgrade from the intel armory upgrade path, I get a drone which can mark targets by firing on them with the laser and by marking them I get intel points when they are destroyed.
Intel points are the GDFs extra resource which is used for unit abilities like this riot van’s suppression system which disables enemy infantry units in a small range around it for two seconds at the cost of 10 intel for example.
This shows you there is good gameplay to be had with the Armory and Doctrine systems, and I am not against them. I just feel like they need to give more variety in unit and building function and be less based on numbers and stats. There are already very good upgrades which do just that, and the other ones, are needless clutter reducing the awesome gameplay we can enjoy from the better type of upgrades.
#RTS#TempestRising#Gameplay
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