Dragon Commander - Hands-on @ RPS
Rock Paper Shotgun have written up their experience from a hands-on session with Dragon Commander.
If the camera is close to friendly units, a player can summon his dragon and fly around the battlefield dropping bombs, breathing fire, healing squads and generally being a disruptive git. My attempts to assist my troops lasted about twenty seconds, at which point the other player’s dragon jetted in behind me and burned me to a crisp. There’s a cool-down before dragons can fuel up and divebomb back into action, although it can be skipped at the cost of a few population units. The intervention of the creatures is devastating and with the correct upgrades they can completely turn the tide of battle, but without support from the ground they can’t win the war. Success will come from careful use of the dragon, I imagine, knowing the best moment to strike and the correct skill to use rather than blundering in repeatedly.
In the build we were shown, the combat AI isn’t in place so the troops that overran my defences were controlled by another player. There was a lot happening on screen and it was happening quickly, but there is an icon-based clarity stencilled atop the busy graphics and once attuned to the pace, I think even my slow, methodical chess-player’s wits will find the tactical considerations simple enough to manage in real-time. That said, the use of population as a shared resource does favour the commander who acts quickly.
Information aboutDragon Commander
Release: In development