#Conquest Mode EXCLUSIVE rewards based on difficulty
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sirkoru · 3 months ago
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fullymechanized-consoomer · 4 years ago
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Most underrated game you’ve never heard of
Every so often I think back to MAG and shed a single tear
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For those not in the know, it was one of the first multiplayer FPS titles to advertise itself based on its player count, which on certain maps could reach up to 256 players. It’s also the best.
What made it interesting from a gameplay perspective was that despite the average size of the games, the team who made it (Zipper Interactive of SOCOM fame) actually thought out how to organize such a clusterfuck into a cohesive battle without losing the sense of scale. 
At the start of the game players were asked to pick between 3 different factions:
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Each of these factions played wildly differently and offered substantial differences in weapon loadouts, gear, etc. 
Raven, being based on NATO countries was all about high tech, sleek equipment. Their guns were accurate, low caliber, low recoil. Their gear was mainly focused on fucking up the enemy’s ability to communicate and fight
SVER - being based on all sorts of Commie-Block/Red China stereotypes was crude. Slow firing weapons that did tons of damage but lacked controllability and tended to have artificially poor accuracy. Their gear was almost completely focused on crude offense. 
Valor was the middle ground. Most of their weapons did ok damage and were alright in the accuracy department, but had the advantage of high-capacity magazines. Their gear was a mixture of pure offense and fuckery. 
Once you picked a side the uniqueness of the game began to show.
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This was your standard conquest map, and what really separated the game from the likes of franchises like Planetside. Though big, the maps were tightly packed and carefully designed. Every game essentially worked like a big Rush game mode, with one side defending their base from an assault on all corners of the map by the attacking team. Each team was subdivided into platoons who were commanded by platoon leaders and given a general sector to accomplish objectives in, with further subdivision happening at the Squad level. The whole thing was overseen by a single commander on each team, who broadly coordinated the attack, set objectives, and gave out abilities. Notably, only they could see the full extent of the map and all of the objectives in real time. Platoon leaders were given the ability to call in airstrikes, EMPs, call in vehicles, etc, while squad leaders could call in smaller mortar strikes and set goals for the squad. Every ability was limited to cooldowns, so it was up to each teams Commander to actually decide whether or not those calls for abilities would be approved or ignored if they thought it was a waste. 
The on the ground gameplay was ingeniously designed. By giving each platoon a general sector to focus on players were encouraged to work together on a map and do something useful, while their squad leaders generally set the smaller objectives inside their sectors. When the situation called for it a platoon leader could call up a few squads and allow them to mark objectives in other sectors, meaning players weren’t locked down to a map. 
Playing objectives was also extremely important as they actually did things beyond progressing the round. Each sector had their own “main” objective and a bunch of optional side objectives that could drastically change the outcome of the battle on the map. Knock out the AA and suddenly the attacking team gets to call in more airstrikes. Knock out the radar and the enemy is blind. Send out and secure a vehicle spawn and suddenly the defenders have a new bunker, etc. All of this occurring real time on a single map.  Along the way players were given generous XP bonuses and status buffs for fighting near the objective their squad mates - something that was very important for the games’ downright decadent character customization and loadout-system, which allowed you to practically build your own guns from the ground up, customize your armor, apply different clothes, etc. 
MAG’s robust ping, leadership, and reward system meant that team play wasn’t reliant on direct coordination between individual players so much as a careful directing of group-think. Give the grunts a goal and the means of communicating simple ideas and you’d be surprised how spontaneously organization and problem solving occur among the mass of humanity. 
Unlike so many other multiplayer games which offered the feeling of participating in a big battle, MAG was the only one that seemed to accomplish it. 
Unfortunately the game was too ambitious for the hardware, and there were some cracks in the general game design. MAG launched on the PS3, and despite having some fun art direction looked like, well, a heavily optimized PS3 game:
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The devs made the conscious (and correct) decision to heavily downgrade the game’s textures and effects for the sake of ensuring good performance, and to their credit they pulled it off. The game ran remarkably well for a 256 player PS3 game, but its looks were not a selling point. Many took it to be some kind of cheap shovelware and wrote it off. 
Secondly, the game had a critical balance problem. For whatever reason the game had an obnoxiously long time to kill. It was not uncommon for a player with heavy body armor to tank an entire magazine’s worth of ammunition and still have 2/3rds of their health. This was further compounded by the fact that player characters were not limited to classes, meaning anyone could carry heavy body armor, an assault rifle, and a medic kit due to the absurdly generous weight limits. After a certain level you could even unlock perks in your skill tree that eliminated movement penalties due to over encumbrance, meaning everyone was a damage eating, machine gun toting, rocket launcher using medic. In short, it was hard to die. 
RAVEN disappeared almost overnight due to everyone figuring out their guns amounted to super accurate airsoft guns, and only those with deity-like tracking skills could manage to pull off enough headshots with their super-soakers to justify their accuracy-over-damage philosophy. Valor performed decently well, and their higher magazine capacities over all could roughly compensate for the TTK imbalance. However, only SVER had the offense oriented gear and high-damage guns to do meaningful damage. Yes, you had difficulty hitting stuff, but in a game like MAG where accuracy is compensated with via the sheer volume of fire from a maxed out server it didn’t matter. About 2 years into the game the vast majority of players migrated to SVER, and it became harder and harder to play the large games that made MAG so exceptional. 
Unfortunately a poor marketing campaign and its exclusivity on the infamously underappreciated PS3 had already capped the playerbase to a dedicated few thousand. There simply weren’t that many players to hemorrhage. Zipper Interactive went under in 2014, and with it MAGs’ long abandoned servers shut down.
So why am I and others who played it so obsessed with the failed title? Because it was perhaps the only game to live up to the promise of what a multiplayer shooter could deliver. Looking past the rather mundane balancing flaws, MAG’s comprehensive approach to organized chaos, detailed level design, objective play, free-form character customization, and simple communication tools are still second to none. In many ways the game was way ahead of its time, and so forward thinking with its solutions to certain problems faced in large multiplayer game that it feels like other devs are just now figuring out some of the tricks that Zipper already had. I constantly find myself playing other games and thinking “MAG did that better.” 
TLDR: now is the time for MAG 2
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gamerszone2019-blog · 5 years ago
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Diablo 3 Season 18 Starts Next Week, Here Are All The Details And Patch Notes
New Post has been published on https://gamerszone.tn/diablo-3-season-18-starts-next-week-here-are-all-the-details-and-patch-notes/
Diablo 3 Season 18 Starts Next Week, Here Are All The Details And Patch Notes
Diablo 3 might be more than seven years old at this point, but Blizzard continues to support the action RPG by frequently adding new updates and seasonal events that keep the game feeling fresh. After recently sharing the company’s plans for the future of Diablo 3, we’re now getting our first taste of those plans as season 18 kicks off on August 23.
The new season introduces the Season of the Triune, “a call-back to an ancient cult forged over three millennia ago by the Prime Evils of the Burning Hells,” the press release states. These Prime Evils sought to tilt the odds of the Eternal Conflict in their favor by masquerading as three benevolent deities to infiltrate the hearts of men. Though they were ultimately defeated by Uldyssian during the Sin War, “the remnants of the Cult of the Triune still operate today as the more well-known Coven, whom continue the work of Adria and Magdha even after their deaths.”
What this means in gameplay terms is that players will benefit from the Power of the Triune buff throughout the duration of season 18. This effect periodically summons circles around the battlefield that provide one of three randomized buffs:
Triune of Love (Power): Players in the circle receive a 100% damage bonus while active
Triune of Determination (Resource Reduction): Players in the circle receive a 50% discount on resources spent while active
Triune of Creation (Cooldown Reduction): While standing in an active circle, any skills currently on cooldown come off of cooldown more quickly
Blizzard says it wanted to try something different in season 18 by providing a tangible change to gameplay from the moment you begin your journey. The Power of the Triune buff alters gameplay from level 1 to level 70 and beyond, incentivizing you to move around the battlefield in order to leverage these powerful boosts.
As far as cosmetic rewards go, after re-introducing previous seasonal rewards in season 17, Blizzard is bringing back awards that were originally available in season 6 for season 18. “In addition to the Chest and Gloves slots of the exclusive Conqueror Set, players will be able to earn a series of portrait frames bedecked with the mysterious beauty of Blood Shards. A ghastly All Hallow’s pennant will also be available, allowing you to proudly proclaim your love for all things grim and creepy.”
For Season Journey rewards, the latest update will let you earn an additional stash tab by finishing the Conqueror tier, up to a maximum of five:
Guardian of Sanctuary: Finish a level 70 Nephalem Rift on Torment XIII within five minutes
Gem of My Life: Level three Legendary Gems to level 55
All I Do IS Win: Complete two Conquests this Season
Disarm You: Kill Rakanoth at level 70 in under 15 seconds on Torment XIII difficulty
Money Ain’t A Thang: Slay Greed on Torment XIII difficulty
Take U There: Reach Greater Rift level 60 Solo
Power Amplification: Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem
Cubic Reconfiguration: Use Kanai’s Cube to reforge a Legendary item
Seasonal Conquests, meanwhile, add a host of new challenges for you to test your mettle against. “Push your way to Greater Rift level 75 to complete Divinity/Lionhearted. On a Good Day/I Can’t Stop guides you to get your Legendary Gem grind on; level three Legendary Gems to 65 to complete this challenge! For the speedy, Speed Demon/Need for Speed requires the fastest nephalem to complete a Nephalem Rift at level 70 on Torment X or higher in under two minutes. For Curses!/Stars Align, pick any Cursed Chest event that requires killing monsters and defeat over 350 or more at level 70 on Torment X or higher. For the fiercest demon slayers, Boss Mode/World’s Apart is a speed challenge where you’ll need to eliminate the following bosses at level 70 and Torment X in under twenty minutes:
The Skeleton King
The Butcher
Zoltun Kulle
Ghom
Cydaea
Rakanoth
Diablo
Adria
Queen Araneae
Maghda
Belial
Siegebreaker Assault Beast
Azmodan
Izual
Urzael
Malthael”
Last but not least, Haedrig’s Gift class set rewards have rotated once more. “Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!” Whichever set you receive will depend on the class of character you’re playing as when you open Haedrig’s Gift, so you’ll need open all three with the same character to collect a full set.
Below are the full patch notes for the latest update, Patch 2.6.6.:
Note: All changes apply to all versions of Diablo III, including PS4, Xbox One, Switch, and PC unless otherwise indicated.
General
A pet has been added that will be available for players who pre-purchase Warcraft III: Reforged Spoils of War Edition (PC Only)
Seasons
The buff for Season 18, the Season of the Triune, has been added
Triune’s Will: All abilities have a chance when hitting an enemy to spawn a circle that gives a power. Only one circle can be active at a time.
Triune of Love (Power): Players in the circle receive a 100% damage bonus while active
Triune of Determination (Resource Reduction): Players in the circle receive a 50% discount on resources spent while active
Triune of Creation (Cooldown Reduction): While standing in an active circle, any skills currently on cooldown come off of cooldown more quickly
Developer Comment: The last couple of Seasonal buffs have been focused primarily on end-game content. We wanted to try something different this Season with a buff that was more beneficial to players regardless of where they might be in their Season Journey. Triune’s Will can come into play as early as level 1 and continue to make an impact on your game experience from the beginning to the end of the Season, and we’re looking forward to seeing how players leverage this ever-changing boost throughout their adventures!
Developer Comment: In addition, we received feedback from players during the PTR about colorblind accessibility. We’ve changed one of the blue-tinted circles to a darker, green earth tone that should stand out a lot more for affected players. We greatly appreciate your feedback!
Items
Developer Note: There are additional specific notes below, but broadly for 2.6.6, we wanted to introduce a handful of new item powers targeted at two audiences: (1) certain classes with long-standing requests for balance/quality of life adjustments and (2) the broader player base for experimenting with Kanai’s Cube. This means fewer class-specific new additions, but more additions that everyone has an opportunity to play with. We also experimented with making some of the craftable sets from Haedrig more appealing for fresh level 70’s or players looking to maximize their farming runs. We hope to see some interesting new theorycrafting and tactics out of 2.6.6 and can’t wait to see what the community does with this new loot!
Updated Item Notes: There are a number of notes below clarifying the intention of certain item functionalities. In a couple cases, such as with Flavor of Time, the item wasn’t behaving properly during PTR per our intentions (which has been fixed). For others, we just wanted to provide more clarity about exactly how these items behave.
Flavor of Time
New Legendary Power: Pylon effects last twice as long.
Note: Only wearers of this item gain this effect. This is intended.
The Executioner
New Legendary Power: Attacks will slay enemies with less than (5-10%) health.
Note: This item’s power does not work on followers. This is intended.
Stone Gauntlets
New Legendary Power: Getting attacked will slowly turn you to stone… (You gain 50% more armor, but your movement speed is reduced by 15% and attack speed is reduced by 20%. This effect stacks up to 5 times)
PTR Update: This item now displays a buff icon and has a clearer in-game description. Thank you for the feedback!
Note: Immunity to control-impairing effects can work against the reduced attack and movement speed penalties. This is intended.
Echoing Fury
New Legendary Power: Slaying enemies engulfs the wielder into a Frenzy. (Killing enemies increases your attack speed by 15% and movement speed by 5%. This effect stacks up to 5 times)
PTR Update: This item’s power now works on kill assists and pet kills. Thank you for the feedback!
Squirt’s Necklace
New Legendary Power: While not taking damage, your damage is increased by up to 100% and damage taken is increased by up to 50%.
PTR Update: This item now displays a buff icon. Thank you for the feedback!
Messerschmidt’s Reaver
New Legendary Power: Reduce the remaining cooldown of one of your skills by 1 second when you slay an enemy.
PTR Update: This item’s power now works on kill assists and pet kills. Thank you for the feedback!
Mortick’s Brace
New Legendary Item: Wrath of the Berserker gains the effect of every rune.
Developer’s Note: If you played during the Patch 2.2.0 PTR, you’ll recognize this as an item that was later removed from the game before it went to live servers. At the time, Mortick’s Brace gave too much power for a single item slot. However, the power curve of Diablo III has changed significantly since then and we’re comfortable with bringing it back.
Developer’s Note: We’re not done with Barbarians, either. However, this is a change that required less testing and could be easily added to 2.6.6, so rather than waiting for a larger batch of changes, we saw no reason to hold this one back.
Spite
Note: This item can be crafted from the Blacksmith and is not a normal loot drop
New Legendary Power: Non-cleaving Gargantuans gain the cleave and chilling effects of the Humongoid rune.
Legacy of Dreams
New Legendary Gem:
While you have no set bonuses equipped, every Legendary item you have equipped increases your damage dealt by 3.75% and reduces your damage taken by 2%. (Max level 99)
Rank 25: This bonus is doubled for Ancient items.
Developer’s Note: The end game opened up significantly with Season 17’s Legacy of Nightmare’s buff (and the community was clear about how much these new options were appreciated), but wanted to make this addition a more permanent fixture in a more streamlined way than simply making it baseline. This Legendary Gem should open that path up even further and at more opportunities than just late game Greater Rift pushing.
Crafted Sets
Note: The following sets have been significantly revised from their existing level 70 counterparts. Items crafted prior to 2.6.6 will continue to exist in their old forms but will not be updated after the patch. In addition, after the patch, the old recipes will no longer be available to craft and all players will need to re-acquire these recipes by finding the plans again through Horadric Caches or by killing Odious Collectors.
Sage’s Journey
A Belt has been added to this set.
Haedrig the Blacksmith now automatically learns how to forge this set at Rank 12.
Captain Crimson’s Trimmings
(2) Set Bonus
Regenerates 6000 Life per Second
Reduces cooldown of all skills by10% 20%.
Now also reduces Resource Costs by 20%
(3) Set Bonus
Set bonuses have been replaced
Damage dealt is increased by your total percentage of Cooldown Reduction
Damage taken is reduced by your total percentage of Resource Cost Reduction
Aughild’s Authority
(2) Set Bonus
Set bonuses have been replaced
Reduces damage taken by 15%
Increases damage dealt by 30%
(3) Set Bonus
Reduces damage from elites by 15% 30%
Increases damage against elites by 15% 30%
Cain’s Destiny
(2) Set Bonus
Attack Speed increased by 8%
+50% Experience. (5.0% at level 70) (Moved from (3) Set Bonus)
(3) Set Bonus
When a Greater Rift Keystone drops, there is a 25% chance for an extra one to drop.
Bug Fixes
Fixed an error that occurred when reporting a player via a friend request
Fixed an error that occurred when saving an existing Friend Note without making changes
PTR-Specific Bug Fixes
Squirt’s Necklace
Fixed an issue where the damage taken increase was not reaching the 50% cap
Captain Crimson’s Trimmings
Fixed an issue where the bonus provided by this class set was subject to snapshotting
Source : Gamesport
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waynekelton · 6 years ago
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The Best RTS Games on Android, iPad & iPhone
When it comes to the RTS, the mobile marketplace has big shoes to fill. From Age of Empires to Command & Conquer (how about that Rivals, eh?), the frantic blend of actions-per-minute with grand strategy, the macro- and micro-management required to play this genre at peak performance has inspired many a gamer.
The internet is great, but we don’t always have access to it. Here are some of the best strategy games you can play while offline.
Recent Releases
Not everything that releases makes it into our top lists for one reason or another. Here's around up of some recent (going back to August) RTS releases that you might want to check out on your own time:
Front Armies
Dereliction
Without further ado Here are the best RTS games for android, iPhone & iPad to play in 2018.
Rebel Inc. (Review)
Developer: Ndemic Creations Platforms: iOS Universal Price: $1.99
Plague Inc. this is not, but Rebel Inc. still shares in its predecessor's excellent design pedigree. As the newly appointed administrator of a region that's just suffered a major war, your job is to try and help the population rebuild was also keeping local insurgents in check. It's full of tough choices and challenging tactical game-play as you struggle to pin down enemy insurgents and prevent them from doing too much harm.
Dealing with the concept of reconstruction is no easy feat, and the subject matter could be considered slightly controversial given the recent events that have inspired it, but Ndemic have treated the topic with as much care and attention as they can, even consulting with real-world experts on the subject. Rebel Inc. is a challenging and tense game, but just as rewarding, making this one of the year's best real-time strategy/simulations.
Element RTS (Review)
Developer: Flightless Platforms: iOS Universal Price: $4.99
One of the top RTS releases of 2018 to date, Element is a PC port that fits right at home on mobile. It's unique and streamlined design makes it a very accessible strategy game - you've got to balance the production of resources with the construction of units to either defend your base or attack your foes. The matches are short, and the AI is a pretty decent challenge, so you won't want to for entertainment.
It's just shy of being a 'must-buy' - the inclusion of a multiplayer mode would probably cement it as one of the best RTS games in mobile history, but we'd settle for an Android version. According to the devs, the game's been able to run on android devices for a while now, and they're just putting on the finishing touches before they announce a formal release date.
Kingdom Rush: Vengeance (Review)
Developer: Ironside S.A. Platforms:  iOS Universal, Android Price: $4.99
The latest entry in the acclaimed Kingdom Rush tower defence series has caused no small amount of controversy, which is likely to continue with it's inclusion in this list. It all depends how much you're bothered by the game's slightly-too-persistent micro-transactions. The only blemish on what is otherwise a stellar real-time strategy experience, these IAPs are completely optional and unnecessary, they're just a tad pushy.
If you're like Dick, who was a bit more forgiving in his review, then you'll find another excellent tower defence game, and one with plenty of humour and content to last you a decent amount of time - each level can take up to thirty minutes to complete. The way Vengeance handles towers as well is also fairly unique, requiring a bit more thought and planning. All in alll, unless you really want to take a stand against micro-transactions, there's a great game here waiting for you to discover and enjoy.
Autumn Dynasty
Developer: Touch Dimensions Platforms:  iOS Universal, Android Price: $1.99, $4.99 
Autumn Dynasty has campaign progression and a bare-bones story to push the action forward with some serviceable if dull reasoning, but what really makes it shine are the battles. Unit types include simple categories like cavalry, pikemen, archers and catapults but this simplicity is complicated by the rock-paper-scissors relationship between them.
In the heat of battle, single moments of positioning and command become crucial, and this constant feeling of decisive command is what makes Autumn Dynasty such a fulfilling RTS title. Its sequel, Autumn Dynasty: Warlords lost some of the pure force and tension of the original in favor of adding map objectives and 4X elements, but the first game is still the best. This one is for all intents and purposes an Android-exclusive, for the developer’s whole portfolio was wiped out with iOS 11 Appocalypse. It works, but only selectively on older Apple hardware.
Auralux: Constellations (Review)
Developer: War Drum Studios Platforms:  iOS, Android Price: Free (IAPs)
Auralux is generally brilliant and wickedly simple. Glowing orbs skip across the void of space to do battle over planets, which in turn spawn more orbs for the controlling player. Gestures are dead simple, tapping to select and dragging to assign. There is only one type of ‘unit’ and one objective: take over the entire map. From these givens, Auralux has some intense, hair-pulling and nail-biting levels where the odds are almost ludicrously stacked against the little player that could.
The ‘constellations’ in the title are simply clustered series of levels, each with a gimmick mechanic which must be understood and utilized to power through said levels. The game shows its age a bit, but it also demonstrates how a simple idea with excellent execution can stand the test of time. Another bonus is the variable speed setting, which makes the action go from hyper to sedate, depending on playstyle. Local multiplayer is a nice plus, but the game’s primary draw is solo play.
Dominations
Developer: Nexon M Platforms:  iOS, Android Price: Free (IAPs)
Dominations deserves to be loved and known for the quality of play it provides and its relatively tasteful monetization, but unfortunately the quickest way to worm its way into your heart and home screen are comparisons, so let’s get those over with. It’s Civilization meets Clash of Clans, with empires spanning the Iron Age to Space Age, wonders to build, raids to conduct, and all the usual trappings.
So, yes, there is a certain likeness to established powerhouses, but the devil is in the details, and Dominations gets those spot-on. Playing it to a satisfying endgame without shelling out serious dinero will take patience, but Dominations’ emulation of all of recorded human history and conflict is pretty satisfying to stretch out and play in pieces. Of course, human history never before ran on a timer...
Iron Marines (Review)
Developer: Ironhide Studios Platforms:  iOS, Android Price: $4.99
The Iron Marines are a space-trotting, world-saving team of elite squads tasked with putting out fires and defeating hostiles wherever needed. The elevator pitch for the game would be Starcraft...in space. There is a home-base which usually has to be fortified and defended, additional refineries to secure more resources, and just a handful of units. 
From these simple, intuitive elements, the game ekes out a good sense of micromanagement and delectable real-time tension. Its enemies have unusual abilities and synergies, and its difficulty is no joke, especially on the higher levels. Yet the game also retains Ironclad Studios sense of long-term planning and strategy present in its tower defense titles. Its next update will introduce a brand-new world, the icy Borealis, on September 27th, but this is just an extra check in its favor.
Subterfuge
Developer: SnappyTouch Platforms:  iOS, Android Price: Free (IAPs)
Subterfuge is exactly as advertised: a subtle, long-term game of expedient alliances and stone-cold betrayals, filled with the irrefutable logic of hard numbers and the soft uncertainty of fog of war. A turn just means giving subs and bases a command which will take hours to fulfil, so while it is real-time like warfare is real-time, in Subterfuge the theatre of war sees its stage advance slowly.
Its scale is just grand enough to be deeply satisfying but be warned that it does take some time investment to get a game fired up. The leaders provide asymmetrical player powers, but even these super-units can be captured and bartered. Barring these modifies and special cases,  the bases and subs are more or less identical. The game is simply a question of position, resources and force, but these factors are always shifting because of the partial information and precarious alliances.
Rymdkapsel (Review)
Developer: Grapefrukt Games Platforms:  iOS, Android Price: $3.99
Rymdkapsel is about space-base-building and defense, mostly, but also includes some spatial puzzling a la Tetris and ‘exploration’. Its minimalism is more than just stylistic, going instead to the core of every action, options and goal. Perhaps the most satisfying bit is the constant packing problem for expanding the base.
New buildings can be any type and go any spot the player chooses, but also must have predefined dimensions. (all four unit polyominoes) A tightly knit base might come across as more defensible but reaching and researching the far-flung monoliths gives permanent global passive bonuses. The game is a logistics and timing puzzle with a really keen sense of efficiency and management for all its stripped-down design.
Tropical Stormfront
Developer: Noble Master Games Platforms: iOS, Android Price: $3.99
Island-hopping Tropical Stormfront pits the United Democratic Alliance against Order, Discipline and Obedience in a faux-historical struggle across the archipelago. The graphics are deliberately dated and the unit mixture, contrary to every other item on the list, is realistic and accurate. Missions scenarios range from the typical conquest to capture the flag and survival mode.
It’s like a real-time Advance Wars with pretty much no hand-holding, just sink-or-swim gameplay. The touch controls mean a bigger screen is practically a must, for while missing a swipe or tap in another genre would be merely inconvenient, in a game like this it is quite the setback. Still, Tropical Stormfront is a smartly realized real-time-strategy game with staying power.
Hall of Fame
We want to keep this list lean, so as new comes come into the lime-lite other games will get rotated out. We don't want to forget about them though, so we've added this hall of fame section so we can remember them forever.
Anomaly 2
Mushroom Wars 2
Plague Inc.
Teen Titans GO! Figure
What would your list of the best RTS games on mobile look like? Let us know!
The Best RTS Games on Android, iPad & iPhone published first on https://touchgen.tumblr.com/
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