(...) the game's budget is their biggest yet - "about 40 per cent bigger" than anything they've made before. So is it fair to say this is Creative Assembly's most ambitious game to date? "In terms of budget, in terms of the variety of assets we need to produce, and the nature of Rome itself," he says. "It's a big step up."
Do douse your expectations a little though as the game is currently still in pre-alpha stage and won't be invading our shores before the second half of 2013.
I absolutely adore what they are doing to "not care about individual units" system. This is the way I hoped SotS2 would take, but the chose the oposite. Grouping units, giving commands to groups... Coolest.
Thorondoropedia - Your source to everything Aftermath
Posted 02 December 2012 - 04:08 PM
There's a preview online at PC Gamer where Lead designer James Russell goes over several aspects of the game.
"We simulate things," Russell says. "For example, the projectile system – it's fully simulated, and that's a really big deal. From a professional perspective, people might think that we're crazy to do that. In a typical RTS, you might say that in a given situation there'll be a specific kill rate.
(...) a detailed presentation of war is a crucial part of improving the game's tactical depth. (...)
Everything from simple marching animations to choreographed 'matched combat' sequences between two or more fighters will be pulled from a vast pool of data, breaking up the monotony of the battle line and investing each combatant with their own personality.
Then, as the dramatic actions of those individual troops propagate up through the simulation, Creative Assembly hope that the new level of detail they can achieve will pay dividends for the game as a whole.