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Broken Arrow
Posted: Wed Aug 04, 2021 10:17 am
by OldSarge
I haven't seen too much about Broken Arrow since its announcement, but this morning YouTube's algorithm led me to this bit of a teaser
NEW TACTICAL RTS HAS NUKES!!! | Broken Arrow
Oh boy! If this lives up to it's potential it'd be like CM meets CMO. As I love both of those series this is just going to be an instant purchase! [8D]
RE: Broken Arrow
Posted: Wed Aug 04, 2021 11:01 am
by ncc1701e
Interesting indeed, but I fear this is too much RTS oriented.
RE: Broken Arrow
Posted: Wed Aug 04, 2021 11:13 am
by OldSarge
That is the thing that I'm waiting to see on. It is probably too early for the devs to talk about the things most of us probably care about in a wargame like a C2 system, ROE and force TOEs.
RE: Broken Arrow
Posted: Wed Aug 04, 2021 2:22 pm
by JWW
ORIGINAL: ncc1701e
Interesting indeed, but I fear this is too much RTS oriented.
That is my concern. It may sell extremely well, and I hope it does for Slitherine/Matrix. But I wonder if this is going to be more pew pew pew oriented than CMO oriented, for my tastes.
RE: Broken Arrow
Posted: Thu Aug 05, 2021 11:04 am
by Lobster
I find it humorous that anyone could possibly think they can control large numbers of individual soldiers, vehicles, aircraft and other various weapons in a ground level RTS environment without endlessly pausing for micro managing them. The AI would kick your butt because it can do it but the human end of the equation would be lost without endless pausing. So unless RTS means the same thing as plotting movements and then executing in a Combat Mission or issuing commands in a Command Ops type environment I don't see how it could be considered fun.
If it does a Combat Command or Command Ops type system is it really RTS? I think the term Real Time Strategy has been stretched to it's limits since pausing a game is not really RTS but more like turn based with a RTS core.
In any event it will be interesting to see how this pans out.
RE: Broken Arrow
Posted: Thu Aug 05, 2021 12:13 pm
by wodin
ORIGINAL: Lobster
I find it humorous that anyone could possibly think they can control large numbers of individual soldiers, vehicles, aircraft and other various weapons in a ground level RTS environment without endlessly pausing for micro managing them. The AI would kick your butt because it can do it but the human end of the equation would be lost without endless pausing. So unless RTS means the same thing as plotting movements and then executing in a Combat Mission or issuing commands in a Command Ops type environment I don't see how it could be considered fun.
If it does a Combat Command or Command Ops type system is it really RTS? I think the term Real Time Strategy has been stretched to it's limits since pausing a game is not really RTS but more like turn based with a RTS core.
In any event it will be interesting to see how this pans out.
Command Ops is more continuous time than real time.
RE: Broken Arrow
Posted: Thu Aug 05, 2021 1:31 pm
by Lobster
Using the wiki definition it covers many different methods including Command Ops. Some give you a set number of 'stuff' others let you build.
Real-time strategy (RTS) is a sub-genre of strategy video games that do not progress incrementally in turns,[1] but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to play. The term "real-time strategy" was coined by Brett Sperry to market Dune II in the early 1990s.[2][3]
In a real-time strategy game, each participant positions structures and maneuvers multiple units under their indirect control to secure areas of the map and/or destroy their opponents' assets. In a typical RTS game, it is possible to create additional units and structures, generally limited by a requirement to expend accumulated resources. These resources are in turn garnered by controlling special points on the map and/or possessing certain types of units and structures devoted to this purpose. More specifically, the typical game in the RTS genre features resource-gathering, base-building, in-game technological development, and indirect control of units.[4][5]
The tasks a player must perform to win an RTS game can be very demanding, and complex user interfaces have evolved for them. Some features have been borrowed from desktop environments; for example, the technique of "clicking and dragging" to create a box that selects all units under a given area. Though some video game genres share conceptual and gameplay similarities with the RTS template, recognized genres are generally not subsumed as RTS games.[5] For instance, city-building games, construction and management simulations, and games of real-time tactics are generally not considered real-time strategy per se. This would only apply to anything considered a god game, where the player assumes a god-like role of creation.[6]
[Deleted]
Posted: Sun Sep 05, 2021 9:18 am
by Anonymous
[Deleted by Admins]
Re: Broken Arrow
Posted: Sun Dec 17, 2023 2:35 am
by ReaperOneSix
Where can we discuss the Alpha Test discussion of Broken Arrow?