Quote:Original post by someboddy What are the benefits of changing to TPS mode to control the commander unit at the cost of losing control over all the other units? |
Thanks for this point, I should have provided these details. First, certain units have the ability to become invisible, and the commander unit is one of only two units able to detect these. Second, the commander unit is pretty powerful and can do a lot of damage, making it worthwhile to play in third person mode. If that's not enough, there's also the 3X score multiplier. [smile]
Quote:Original post by swiftcoder Along the same lines, how well is the average player able to juggle the demands of third person combat with the demands of tactical management? Is the player going to end up hiding behind a rock every time he needs to issue orders/check on the rest of the battle field? |
In third person view, the player can issue simple commands ("attack" and "move") pretty intuitively, so the player shouldn't need to constantly switch back and forth. To help with this, the maps are small, so there will usually be only one battle going on, maybe two maximum. Also, the squad AI will take more initiative than in your average strategy game. Nothing fancy, but they won't stand around if you don't give them orders.
You're right though, if the player is going to spend any time at all with the strategy interface, the commander unit will be vulnerable. I think one of the best ways to minimize this problem would be to keep the battle centered around the commander unit somehow, so the player doesn't have to switch gears a lot.
I'm still considering making the third person view similar to the RTS view, i.e. top-down, and merging the two. I hesitate because it would force the game to be more 2D, and it might make it difficult to aim. But maybe it's worth it. Thoughts?