http://www.graphicsdesign.org/rb4-preview.jpg
probable features
* features mid-to-long-term economic play with short term fighting goals
* team game, seperated islands except for a central bridge / access point
* 4 government buildings - warehouse, wood shed, home base and Data Center
1] spawn at home base, learn skills at the data center
2] invade enemy territory to locate your team's warehouse. stock the warehouse, defend the territory for 30 seconds, and escape with the resulting supplies (energy canisters) back to your team's safety zone.
3] feed the energy canisters to various team buildings to create the beginnings of your economy.
* each teams range of buildings requires a different construction skill and type of energy canister
* form alliances with enemy traitors to increase production, battle the opposing team and win their inventory, or simply pay off henchmen to do the dirty work for you.
* makes use of some of the latest features including building sounds, weapon scripts, powerup items and a full library of books and help texts.
* learn about vehicles before you buy by purchasing inexpensive owner manuals beforehand.
* features material advancement similar to rb2 and 3, but new "non-linear" buildings and construction material recovery have been introduced so early players can stay relevant without having to destroy their old buildings.
* player feedback from previous islands taken into consideration - rb4 makes use of a largely flat, expansive landscape perfect for building. tile restrictions prevent newbies from building across roads. premade city streets, upgradeable "offroad" tires and scores of upgrades to be aquired.
*open, easy economy increases with difficulty as you expand your power - the richer you get, the more dependent you are on new players if you wish to continue expanding.
* cranky, irritable island owner will probably ban everyone and swear a lot when it all breaks after the first hour anyway
coming soon - rb4
- Magicfinger
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