These different classes will be represented by the classic types of infantry from the original game, with a new addition. The ClassesUnlike previous W3D games, infantry will be split into "classes," each with their own defined roles in combat. ![]() A swarm of anti-tank infantry, for example, will get decimated by a complement of anti-infantry and support units. ![]() Ranges will be longer, weapons will be deadlier, and everything has a counter. But hey, infantry will be a big deal in the game, plus outlining the design is a stage of development, so it counts! Plus, this will help serve as a handy guide for when you deploy on the battlefield! The BasicsTiberian Dawn: Ground Zero is designed to be a "tactical shooter." What does this mean? Rather than the high-octane arcadey action of previous W3D Games, Ground Zero will have a higher focus on strategy, teamwork, and observational skills. It's more of an outline for our plans for the infantry. ![]() Hello, one and all! Welcome to the first development update for Tiberian Dawn: Ground Zero! Well, sort of.
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