Page 6

Page 6:

"Workers need to be able to individually selectable and to be given context-dependant orders with general commands based on proximity. So, selecting multiple units with click and drag, then telling them to converge on an area will assign them relevant tasks without requiring the player's constant micro-management.

The strength of the Rs isn't that they are focused in one direction through predisposition, but that they are constantly adaptable blank slates, and as such they can go from being a battle-hardened warrior to a farmer at the drop of a hat.

All Rs have a basic set of tools so that at any moment they can be retired and seamlessly transfer to another field.

Have to play Battle Realms again to see how they handle regular equipment vs shop items. I suppose that if items provided special, actionable abilities instead of just stat bonuses it would be logical, but how to comfortably fit that alongside freeform rts.

Cross-profession based synergistic bonuses."-20/11/12.

"Texture is very important in a game that doesn't have a shifting background. Richness in detail from dungeon keeper is what helped ingratiate that atmosphere and made the game visually interesting and aesthetically unique."-20/11/12.