![]() Frankly, for how much I like this game, I'd be ready to pay $10 or maybe even $20 for it (since it's a pretty solid game, and it's pretty fun), but only once. But this "spoon-feeding" mechanic where you may have a whole evening available but can't do anything until command point accumulate, is crippling the otherwise nice game - if you want to speed up things, buy resources, or raise the limit on when your silos/point etc overflow, you need to pay. That's how MMORPGs work, and I find that just fine. the whole weekend, for hours on end) and then leave the game and not log in for as long as you want. I'd prefer a lot more if this game allowed you to fight battles for as long as you want in a row (e.g. I guess most players will now just log in once in the morning to play 10 battles, and then once in the evening, to play another 10 battles, and move their bases in-between (which triggers an about 2-hours resource generation pause). This is still a big improvement compared to what they had in 2012 (must log in every 6 hours). Which means, you MUST log in at least every 10 hours into the game and do about 10 battles, or you will start lagging behind other players. If you don't log in for more than 1 hour, the "command points" stack up for about 10 hours, after which, if you don't log in and spend them, they will not grow further. The same with base defenses: you need to set up your various units and towers in a way which would hopefully leave no "optimal" set-ups for attacking players - thankfully the combat simulator is now available in the game without installation of any browser extensions - and it works well and it's really fun to experiment with different unit positions in it - an interesting strategic layer, MMO-like, where you join a 50-ppl alliance, keep moving your base to the center of a huge world map, fighting small AI-controlled bases and bases of other players on the way - an ok economy system where you need to optimize placement of different type of buildings, to take advantage of bonuses for certain buildings neighboring certain other buildings Cons: - you can basically do only 1 battle per hour. ![]() Your task is to place the units in your army in such a way that during the battle (which you won't be able to control directly after the initial setup) your units which are good vs infantry fight exactly vs infantry, those which are good vs vehicles - fight vehicles, and those good vs buildings attack the buildings. Pros: - pretty interesting battle system: attackers only move vertically while defenders only move horizontally. I've given this game another try in the beginning of 2016 and thankfully the game is now friendlier to its players, so I'd now give it a 5/10. I first tried this game in 2012 and dropped it after a few months because at that time its monetization design was too aggressive and took out I first tried this game in 2012 and dropped it after a few months because at that time its monetization design was too aggressive and took out all the fun from the game unless you pay. And the most important: it's almost free. Maybe it doesn't have all the story and the novelties of a new C&C game, but you will enjoy this game for months fighting, developing your base and knowing a lot of other players. There are also a great community around Tiberium Alliances: forums, a lot of helpful free scripts, simulators, wiki, etc. However, it's not a geek game, you don't have to play 5 hours a day to be strong. It's also a very long game: you can play for months unlocking new units, increasing your level and advancing to the center of the map, which is the goal of the game. Even if you want to pay to unlock some minor features, they are very cheap. And this very interesting, because you will be very weak if you don't socialize and form alliances with other players. The 90% of success in this game is in playing and in cooperating with other people. Actually, you can pay to obtain some little advantages, but it isn't another pay-to-win game. The 90% of It's a good free-to-play MMOG.
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