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Why is the turn-based combat of Romance of the Three Kingdoms 11, a strategy game, so fun?

As a prestigious strategy game, the "Romance of the Three Kingdoms" series has been praised by countless players as one of the outstanding representatives of strategy games for its changeable gameplay, grand world background, realistic and gameplay methods. Among them, the most classic work in the "Romance of the Three Kingdoms" series is the "Romance of the Three Kingdoms 11" released by the producer Guangrong on March 17, 2006.

Why is the turn-based combat of Romance of the Three Kingdoms 11, a strategy game, so fun?

If you want to carefully analyze the brilliance of "Romance of the Three Kingdoms 11", you have to mention the fusion and transformation of the SLG wargame elements in this game. The battles in the game are based on a turn-based mode, where players engage the AI by walking through the grid. The battle can be mainly divided into two major aspects: military classes and military generals.

First, let's look at the class of this game. The composition of the "Romance of the Three Kingdoms 11" can be described as extremely rich, and can be divided into seven parts: sword soldiers, warships, weapons, gunners, cavalry, halberds, and crossbowmen. Each class has several tactics. These classes have unique effects or tactics. For example, the characteristics of the lancers are the ability to shoot the enemy from within the original square to fly farther away, the cavalry is characterized by attacking around the enemy, and the crossbowmen can deal damage to enemies in the same line or group. In addition, there is a relationship of restraint between the arms. The cavalry restrains the gunners but is restrained by the gunners, and at the same time the halberds are able to restrain the gunners. Class restraint and class tactics are combined to give players a rich experience based on turn-based systems.

Why is the turn-based combat of Romance of the Three Kingdoms 11, a strategy game, so fun?

Of course, don't forget the martial arts stunt mechanic that the game has created for players, and it can be said that the depth of this piece is no less than that of the class mechanic. There are many kinds of martial arts stunts in this game, and the attribute that is most relevant to the battle is undoubtedly the strategic attribute, because the scheming stunt can be used directly in battle without passive triggering.

Why is the turn-based combat of Romance of the Three Kingdoms 11, a strategy game, so fun?

The biggest effect of the stunt is to force the enemy to stop the attack this turn under the premise that the IQ overwhelms the enemy, or to lure the enemy to attack his own people. The success of the implementation of the strategy is largely related to the military general himself. People like Zhou Yu, Cao Cao, Sima Yi, and others each have stunts of doubling fire wounds, disturbing opponents, and increasing critical strike rate. As long as the intelligence of the warrior is higher than that of the enemy, the warriors controlled by the player and the troops commanded by the warlords can play a level far beyond their own strength, and the turn-based strategy of this game is also reflected through the attributes of the class and the stunts of the warlords. In other words, the player can only win the war by choosing the right composition of the troops and the combination of the warriors who are located above the troops.

Why is the turn-based combat of Romance of the Three Kingdoms 11, a strategy game, so fun?

However, due to the age of the game, many players estimate that the high learning cost of the system is prohibitive. So is there a game that can inherit the wargame gameplay characteristics of "Romance of the Three Kingdoms 11" on the one hand, and on the other hand, reduce the cost of learning and make players get started faster?

Why is the turn-based combat of Romance of the Three Kingdoms 11, a strategy game, so fun?

In fact, there are many answers, such as "Fire Emblem: Wind and Snow Moon", which focuses more on wargame, "True Goddess Rebirth 5", which emphasizes more strategicity, and "Dream World 3 Mobile Game Edition", which emphasizes ease of play. Among these examples, the "Dream World 3 Mobile Game" featuring easy to use is more in line with the example of the fast-paced fragmented game of modern people. In the flow of Dream World 3 Mobile Game, the mechanics related to combat are simplified to attributes, equipment, and deployment. Players only need to decide on the characters who lead the troops to fight, then match the appropriate equipment, and finally combine the actual situation, choose the formation that has a relationship between restraint and restraint. Although concise, it is the restrained relationship and character attributes that give this game combat playability.

Why is the turn-based combat of Romance of the Three Kingdoms 11, a strategy game, so fun?

So what do you think about the mechanics of turn-based combat? Welcome to leave a message below.

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