![]() By making the resource generators a victory objective, the gameplay of Dawn of War becomes more streamlined and fast-paced than an ordinary RTS. Each of these various things produces resources constantly at a set amount, decreasing the workload of the player by eliminating the need for "harvesting units."Ī game can be won several ways (depending on Victory Conditions that are set pre-game), but in most matches of Dawn of War, the game is won by either destroying the enemy's Headquarters building, capturing 75% or more of the Strategic Points and holding them for a period of time, or capturing 75% of the Critical Locations and holding them for a period of time. Instead of harvesting gold or lumber, as in earlier, more traditional RTS games, funds (for units, buildings, upgrades and research) are acquired through the capture of Strategic Points, Critical Locations, and Relics, and through the construction of Power Plants. Instead, it adheres to the design conventions of the Real-Time Strategy genre of computer games, as interpreted by its developers, Relic Entertainment (of Homeworld and Impossible Creatures fame).ĭawn of War is an unconventional RTS in that it eschews resource management in favour of increased focus on the battles themselves. Dawn of War is not a computer adaptation of the table-top game.
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