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Militarily, RoN
is actually quite similar to AoK and many other rts games but
again, there are some significant differences which help enhance
combat in RoN. In the early ages, you've got hand to hand
units, ranged units and mounted units, each of which counter each
other in the typical kind of way. A variety of siege
weapons are used for destroying buildings and cities. In
the later ages, you gain access to riflemen, cannons and
tanks. Tanks are the first unit to require the 6th
resource, oil. After tanks, eventually you get planes and
ultimately, missiles and nuclear weapons. To be honest, in
terms of units and army make-up, RoN is pretty close to games
like AoK and Empire Earth. All units have counter-units so
armies with a combination of unit types will always be stronger
than armies made up of a single unit. I'm not going to go
into any details about exact unit names, stats or costs since
much of that could change between now and the release date of the
game but rest assured, all the logical units show up in RoN.
The largest difference in combat between RoN and most other rts games is the concept of flanking fire. Some other rts games have attempted this concept but usually in the context of large fixed force type of battles where there are long lines of troops. I don't recall any other standard rts game that has successfully incorporated flanking fire but RoN looked to have a very natural and logical method to achieve this feature. In RoN, when you build a foot unit, the single unit is shown on screen as a set of three units. The set of three shares hit points and is accounted for as a single unit. The advantage of representing the unit as three is that the unit has a real flanking side and it helps the unit look much more in proportion to tanks and some of the other larger units. Groups of foot soldiers will automatically arrange themselves into formal battle lines where the flanks are very obvious. In RoN, flanking attacks and attacks from the rear provide a significant advantage so battles end up being much more strategic and realistic than the typical rts game where units in battle tend to devolve into a large mass of entangled troops.
Two special
military units, the general and the supply wagon, are not
required for victory but can certainly change the outcome of any
battle. Supply wagons automatically heal nearby units and
generals have some unique commands that can be used in battle.
Generals have rally that can make units shoot faster,
forced march which makes them run, and ambush which makes units
in the nearby area invisible for a short period of time.
Both supply wagons and generals are relatively weak units on
their own but putting a couple of them in a protected position
behind your lines during an attack or defense can mean the
difference between victory and defeat. It is also another
feature that causes battles in RoN to look and feel more
realistic than other rts games.
Although the units may not be unique in RoN, because of the differences in the economic structure of RoN, the battles tend to play out differently than AoK. For example, battles tend to take place in one of two different locations, either at the national borders between two Nations or at a city. Since this is where battles typically take place in the real world, it was pretty kewl to see how because of the game structure, the battles in RoN naturally gravitated to those locations.
RoN also offers
a fantastic alternative to the typical "kill every unit and
building" objectives of the typical rts game. Of course,
the typical "kill everything" victory condition is included but
in all the games we saw at E3, military victory was achieved by
capturing the enemy's capital city. Each player's original
city is designated as their capital city which must be defended
at all costs or else that player will lose the game. So to
defeat an enemy via Capital conquering, you must attack and
reduce the enemy's capital to 0 hit points, then have more of
your military units in the area than your enemy for 3-5
minutes. All players will see the countdown to defeat
displayed in the interface. Keep in mind that since the
economic structure of RoN does not require a player to move
around the map to find new resources, a player has no reason to
ever leave his capital for greener pastures, so in theory, the
capital should be the center of each player's nation and have the
strongest defenses. Therefore, I think this is a much more
reasonable and logical form of conquest than hunting the map for
every last enemy unit. Of course, this option can be turned
off if you prefer the regular conquest victory but I personally
love the capital victory idea.
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