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BSEditor: Remote Assault is a futuristic real-time strategy game that places the emphasis on the "real" of real-time strategy. While the setting may be hypothetical, and the units quasi-science fiction in nature, gameplay itself is firmly rooted in the real world. From the physics of shellfire to the determination of line of sight, Remote Assault takes everything you like in a hardcore tactical wargame and transplants it easily into the realm of fast paced RTS action without sacrificing any of the detail.
♦ One of the very few RTS games on the market that models realistic combat conditions even in a science fiction theme.
♦ Fully rendered three dimensional terrain and unit graphics. Best of all you have complete camera control, allowing you to view the field of battle from any angle or orientation.
♦ True line of sight. Enemy units are only spotted if friendly units have a bead on them. No mystery shrouds of darkness or all seeing eyes.
♦ Tremendously detailed chain of command structure allows the player to command the way he or she wants to; for Precision attacks order single units or for a "human wave" type assault take control over entire groups. From micro to macro, unit management has never been better.
♦ Finally, a RTS with pathfinding that doesn't make you want to smash your mouse in frustration. According to the developer Remote Assault uses linear predictive collision avoidance and implements A-Star at three different levels. Yeah, we're not quite sure what that means exactly either, but we do know that means no more units wandering off on long marches or getting hung up on terrain features!
♦ Artillery and tank shells are governed by realistic ballistic trajectories that take into account wind resistance. When was the last time you had to factor in the direction of wind gusts when playing a RTS? Like we've said, Remote Assault combines the best of wargaming and RTS gaming together in one tasty mix.
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