Unit & Building Upgrades in Tempest Rising’s new RTS demo gameplay | GDF & Tempest Dynasty missions

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Published 2024-07-20
Tempest Rising is not an RTS game in which I was expecting to see percentage based RPG-like upgrades in the Doctrine and Armory systems. And because of this, the new single player demo disappointed me on one hand, while on the other I felt so at home in its perfect synergy of simple base building, beautiful cutscenes and terrific unit combat.

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Chapters
0:00 RPG-like upgrades in an RTS?
0:29 New Demo and Lore
0:58 Bad upgrades
1:56 Good upgrades
2:40 Armory & Doctrines synergy
3:18 GDF Intel points & abilities
3:49 Units, Combat & Campaign
4:27 Line of Sight & Fog of War
4:49 Formations & Controls
5:42 Bonus Features
5:56 Support Powers
6:15 Tempest Dynasty Plans
6:31 Distribution Power plan mode
7:04 Fantastic gameplay atmosphere
7:22 Cutscenes, Cinematics & Characters
7:55 Conclusion

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Command one of three distinct factions in a desperate struggle for power and resources in Tempest Rising - a classic RTS set on Earth after a nuclear war.

🛒 Steam store link: store.steampowered.com/app/1486920/Tempest_Rising/

The new demo is part of this year's TacticCon allowing us to play one mission on each side of the conflict between the GDF and Tempest Dynasty as well as to learn much more lore surrounding the mysterious tempest vines.

Personally I was more interested to play with the Tempest Dynasty faction which is why I picked their mission first, as they have this sweet dark red overlay, a culture of oppressed but relentless fighters and lots of interesting units.

But, before I got to that part, I was presented with a totally new screen, the first time we as the players get to interact with the Doctrine and Armory systems in Tempest Rising. Unfortunately my excitement was quickly dampened by all the percentage signs I started seeing in the description of both the Doctrine trees and armory upgrades.

I have personally grown tired of the numbers game, and increasing units stats by these kinds of 10, 30, 50% upgrades and wish to see more meaningful changes, transformations, extra uses and such after upgrading my units. Feel free to tell me in the comments if you share my opinion or not. I know that many RTS games which have these RPG-like upgrades use this system of percentage based improvements to units and buildings, and that after a certain amount of them, developers simply run out of ideas. But I would rather have fewer choices which are obvious and useful, rather than these empty, incremental ones.

Thankfully there are those upgrades in the Armory and Doctrine screens of both factions which are not number based but provide actual changes to units, buildings, their abilities or actions. And this is the stuff that is really good as it provides more ways to play, increases replayability, and opens up new tactics as you develop your own personalized campaign playthrough.

So when later I played the GDFs mission of this new demo, and after missing it at first glance I found a nice combo of Doctrine upgrades and Armory upgrades for the GDFs drone operator unit. Because by buying the Laser drones armory upgrade for that unit, which turns the drone’s gun into a laser weapon, and combining it with the pinpoint weaknesses upgrade from the intel armory upgrade path, I get a drone which can mark targets by firing on them with the laser and by marking them I get intel points when they are destroyed.

Intel points are the GDFs extra resource which is used for unit abilities like this riot van’s suppression system which disables enemy infantry units in a small range around it for two seconds at the cost of 10 intel for example.

This shows you there is good gameplay to be had with the Armory and Doctrine systems, and I am not against them. I just feel like they need to give more variety in unit and building function and be less based on numbers and stats. There are already very good upgrades which do just that, and the other ones, are needless clutter reducing the awesome gameplay we can enjoy from the better type of upgrades.

#RTS#TempestRising#Gameplay

All Comments (21)
  • Unlike numbers based upgrades in games like starcraft 2, the numbers based upgrades in Tempest Rising are designed to provide meaningful differentiation in how the game plays out. Structures taking 50% damage from distribution mode means you're able to use it a lot more, which means bigger armies faster and less money spent on repair for the boosted buildings, which means you can be a lot more free with distribution mode. Choices in Tempest Rising have an element of opportunity cost since in campaign you get 1 doctrine point per mission and in multiplayer you have a maximum of 11 doctrines, so you won't have every player getting things like bonus damage on attacking marked units or bonus range or even bonus health or veterancy gain rate. Incremental upgrades like you see in age of empires or Starcraft can be annoying because it's an arms race to keep up with the increments but in Tempest Rising we are trying to target small changes with big impacts that result in meaningfully different gameplay outcomes.
  • @jkl9984
    Percentage upgrade is good, if there is an accompanying visual change to a unit, otherwise, it's kind of boring. "Yaaay! Unit fires more rounds. Too bad i don't see extra barrel or extra weapon, to see it do that."
  • @gajspalt
    Starcraft 2's campaigns made upgrades impactful in my opinion. With A or B choices offering new units, support powers but also just raw stat boosts made for good replayability.
  • @Vestu
    yeah the upgrades should definitely be for example like modular parts to the tank, an extra AA-gun or a radar or something.
  • @francis9523
    I thought that only Immortal gates of Pyre will be the only RTS game that I'll be looking forward to but this just caught my attention too 😊
  • @henryvoon8605
    Totally agree with the numbers, percentage doesn't even matter when you're in the middle of a firefight
  • The amount of abilities, upgrades and distinct features is overwhelming. The tone, the characters and the feel are all superb on the other hand.
  • @ManOwaRR1
    The main focus of tempest is an sp focused game u can see it clearly
  • In general terms I think they are on the right line, I see the statistics as superfluous, I see the movements of the vehicles and the troops as formula one, it is not very real, neither are the scales..., it is a lot to ask that a soldier Has it been proportionally smaller than a tank? I also don't like playing melee type rugby, having all the units piled up on top of each other, without any order I see it as third world, in any case the game promises By the way, I hope for a review from you of homeworld 3 without filters....hehehehehe all the best
  • @bigsmile5476
    And they should also add a paratrooper; you can control it.
  • @m-g-b513
    does enemy AI vehicle chase infantry to crush them? if yes, at least i want it a rare occurance or cooldown ability. i don't like when they chase infantry as priority
  • @bigsmile5476
    Excellent demo, and I mostly concur with your viewpoints. Additionally, I noted that the soldier does nothing to deflect the hits from the tanks—such as lying on the ground—and instead gets more than five hits from them. For the Dynasty faction, I think they should include a mobile missile launch platform, mobile artillery, or both that would be something new to game.
  • @CortexG333
    Biggest issue I have with the game is the fact it follows through in reliving the old days of C&C while slapping a unit cap to remind me its a modern game that will more than likely turn to tournament play like starcraft. Otherwise had fun
  • Looks awsome. As a Starcraft player I am looking forward to this.
  • @camelhound1
    I'm a little dissapointed with it cause it really feels like RA3/Starcraft with a lot of micro (even the way units bunch up and are funneled through corridors in the map). Was hoping for a more Generals feel (splash damage barely exists in this game). And also, pop cap in a CnC style game???
  • @Panoramix229
    Let us wait for the MP beta and then we could say more about the doctrines system, for now i dont have much to say about it. My thoughts align with yours about unit formations and blob fights it just seems too messy and without order and that bothers me, but let's see what the future holds for us. Generally the game looks good and i have high hopes for it, the campaign should be fantastic and i am really Happy with the unit design. Samo jako brate !
  • Tempest Rising looks pretty in terms of graphical fidelity, and it seems to have a lot to offer. But I really don't like that there's a population cap, and I'm not feeling the RA3-style aesthetic or the constricting zoom level. Sadly, I think I'm going to skip this one in favor of OpenRA.