Intro II - How to Get Ahead in War

So, I guess I should explain how RTS works in the OASIS. We’ve got a few forums, but they’re all inner circle discussions and advice pages for high level situations, which most never reach. Fact is, most people once they realize RTS is a thing in OASIS is take one long look at it and run as far the other direction as figuratively possible. It’s not for the faint of heart or the short on credits, that’s for certain.

It starts with the Mobile Construction Vehicle, or MCV. These come in a couple varieties, and represent a fairly long list of titles from StarCraft to Halo Wars. The name itself is derived from Command & Conquer, which is the theme I go by, and on first purchase costs six thousand credits. Yes, you read that right, six grand to acquire the vehicle, which you then deploy at a site of your choice and can unpack or move at your discretion.

Now that the vehicle is deployed, it serves as a headquarters. Like your usual player HQ. Difference is, this one comes furnished with a unique item called the BattleMap, which I think is from Warhammer but could be from other classic tabletops. The BattleMap varies in appearance between MCVs, but always depicts the same things. Unit population, resources, abilities, regional assets, custom objectives (these are kind of important, there’s a lot to track doing this), and regional control. The BattleMap also has two modes, regional map display and combat map display. Both have their uses, but I prefer the combat display for just about everything.

The most important thing to know here is that the map is limited by sightlines, the classic fog of war mechanic in platform RTS games. Units and structures all have set sightlines, which lets you see what they see. When they’re not present, units and players in the field disappear in the fog and structures are visible in their last known condition.

It’s hard to really get into this without rambling, but I’m doing my best.

Among structures on the map, only the control points and various neutral structures are visible on entering a region. Typically, all of these are open to garrison infantry units (I’m not talking about units except to say they usually fall in three categories: aircraft, vehicles, and infantry), and control points provide bonuses to population limit, line of sight, and resource collection efficiency. Controlling all the control points on a map gives you complete control and visibility, as well as an additional one hundred percent bonus to resource collection.

What they don't do is stop the AI from spawning, which can in some cases be stalled by destroying AI controlled structures, but most of the time they invade from areas you just can’t build in or invade from outside the border, which by the way is not flush with the other regions.

Finally, just to keep this neat and tidy, every time you deploy in a region you have to start fresh. If you’re on the same planet, you may be able to transport your units, but between the costs of fuel for spaceflight and mass teleportation, only the richest of people in the OASIS can land somewhere with a sizable force at the ready. I’m not one of those people, and neither is anyone else I know.

Okay, think that about does it.

No, I’m forgetting something.

Resources! Right, of course, the thing that lets you actually do this without going entirely bankrupt. Simply put, resources convert into credits depending on the value of the resource and your efficiency in collecting it. Standard infantry can gather certain resources, but typically you’ll want a harvester or a resource generating structure of some kind, like a drill. The credits can be pocketed, sure, but you’re better off investing in more units and structures if you want to actually break even before being overwhelmed by angry AI units. And trust me, if you play this style for the long game, you’ll realize that everyone eventually gets overwhelmed.

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