Having played many games, both turn based and RTS, I can safely say that this is a game to be relished.
Creeper world employs tactics and strategy that causes the player to think outside the box. Not just out-the-box, but totally unorthodox strategies in most cases. From one valid strategy to the next, players can use blasters as either a main defense weapon, or go to the wayside and use them as a flying fortress by dropping them into concentrations of creeper and letting them blast their charges away!
While many strategies may work, usualy each map is designed so that only one will rise above the rest, and it is important for the player to recognize, as soon as posible, which one is most effective.
Proper Energy utilization is a definite must for survival. Trying to build too much too fast is a problem, because the network will suffer from slowness or be destroyed entirely as the creeper is allowed to advance past unpowered blasters. On the flip side, players can walk the edge of the knife and give their defenses just enough to hold the creeper at bay while building more and more, thus advancing faster than those players who play it safer. Both strategies come with their risks, as well as rewards.
Playing it safe can result in having too few defenses or energy generation to survive an increased output of a stronger emitter. Or not have the base size large enough to support the SAMs required to defend against creeper spores. The rewards of taking it easy and playing it safe are that the blasters are usually fully powered and your base is generally considered safe. You can build leisurely, without the hectic pause-and-build technique
Playing it risky, on the knives edge, can mean that you have plenty of defenses, but due to the barely powered blasters, the creeper is only held at bay, and not pushed back as other strategies may accomplish. For rewards on the risky side, players can get better times and be noticed on the leader boards. Players have the choice of using a pause-and-act method to accurately move their pawns around the map without the burden of time. Another bonus is just scattering blasters through your base and forgetting about SAMs altogether, as blasters in range will destroy creeper spores the instant they land thereby preventing the creeper from killing structures even if creeper lands directly on them.
All together, I give this game a 9 out of 10 score. This game has all of the strategy expected from a Command and Conquer game and more for a much better price, and has community maps.
The reason for a 9/10 and not a perfect score is the difficulty of reading the critical information concerning power generation, use, and deficit at the bottom of the game window, as well as the difficulty encountered in trying to import maps.
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