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Empire at War - GamePlay - Engage those StarDestroyer...

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von (Captain Ardiff)

Die Seite 1Up.com hat ein weiteres Preview zu StarWars: Empire at War gebracht. Im neuen Teil des Berichtes, wird ein wenig auf das GamePlay eingegangen. Ein paar neue Screenshoots erläutern die ganze Szenerie. Es zeichnet sich wirklich ab, dass es sich bei diesem Spiel nicht um einen Dune 2 oder Age of Empire Klon handeln wird. Die neuen Screenshoots ergeben ein sehr interessantes neues Bild über die verwendete Engine.

Hier der Artikel von 1Up.com:



The Imperial forces are trying to make an all-out push to take over Tatooine. The Rebels are only able to muster a few X-wing squadrons on short notice. The objective: Take out as many of those transport as possible. Afterward, with one less transport, the ground war begins. Knocking out enough transport in orbit can turn the tide below, effectively stopping an assault.


Let´s say you want to take over Tatooine. Load up transports with all the AT-ATs you can cram onboard, send along some star destroyers, and then slaughter yourself some Rebel scum. The first trick is getting there. An asteroid belt surrounds the planet, making it tough for large ships to get to it; plus, you can´t see what´s beyond the belt.

TIE fighters are nimble enough to navigate the field, but larger ships will get pelted with rocks and take some damage. On the other side, a contingent of X-wings lies in wait. Crap! These guys are good at taking down transports and capital ships at close range! Every transport that gets destroyed is one less piece of equipment for the ground war. "To keep the space battles manageable, combat is done on a 2D plane," says producer Brett Tosti. But, he assures, the engine allows ships to weave around each other, making for some incredible-looking aerial duels. And, like the asteriod belt, other interstellar phenomena will also affect combat. An ion storm, for example, could cripple a ship´s shields or ability to fire lasers. Basically, think of the game as a much better done Star Trek: Armada rather than Homeworld.


The space battle can resolve itself in a couple of ways. The Rebels could repel the attack and hold the planet, but they might still be pummeled by another wave of invaders, if the Empire breaks through, it´s another story. If the Rebels stop enough troop transports, you´ve got to wait for reinforcements to show up. In the meantime, blockade the planet to cut off any income that it generates for the enemy.

Tosti gave an example of one strategy that ran through his head during the demo: "I may start a battle that I´d lose. Why? Because it´s straegically advantageous for me to slow down the ground assault. In the meantime, as I keep the Empire fixated on my planet, I can sneak over and take an unprotected world."



When the ground war begins, all the main resources that were on the transports finally come into play, and that is all you´ve got to rely upon for the battle—at least until you control the planet yourself. When the dust settles, you´re either still holding the fort and waiting for the cavalry to arrive, or there´s a new sheriff in town and you need to brace yourself for a counterattack. You see, the battle is never really over. Any surviving troops are what you´re left with for upcoming battles until you get reinforcements.

Sure, survivors will get experience. There´s also going to be a couple hero units along the way to help out. Darth Vader will be there to fight alongside you and cut a bloody swath through Rebels, but passive characters, such as Mon Mothma, are better at increasing your income.


Updated (CA):


How do you add complexity to battles without actually making them more complex? On larger targets, add multiple hard points to attack. Take this star destroyer, for example. You can simply click on the ship and your forces will attack the shields, then the hull.

But what if you just want to target turrets, take down the shield generator, demolish a TIE fighter launch bay, or cripple the engines? Now you can.

Hard points that help you cripple the enemy will be on space stations and landbased buildings, making them less powerful.


Der Autor dieses Artikels

Bild des Autor Sven Moderow (aka Darth Sonic) ist Star Wars Fan seit seiner Kindheit in den frühen 80ern und beruflich als Web-Entwickler tätig. Zudem ist er der Gründer von darth-sonic.de und seit 1998 als Autor, Designer, Entwickler und Webmaster dieses Blogs tätig.

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