|Posted by aaaaaa on February 24, 2016 at 7:20 AM|
Th8 Farming Base accompanies two altogether different challenges. I don't imply that it has two diverse trouble alternatives when you begin the amusement (it has four of those), yet as far as there being two distinct components of the diversion that I battled with. One was completely planned by the designers, including serious, chess-like fights against an outsider power. The other was with the diversion's execution, in ways that Firaxis unmistakably did not expect. At the point when everything is filling in as it ought to, Th8 Farming Base is an awesome spin-off that extends and enhances the first in a few ways. At the point when things are coming apart, it turns into a disappointing chaos that made me need to stop and sit tight for a future patch. The way things are today, the nature of Th8 Farming Base's great components made the diversion worth wading through some of its all the more incensing issues.
Set 20 years after the last Town Hall 8 design, Th8 Farming Base sees Earth being possessed by the outsider constrain instead of attacked by it. They won the war, expected force, and now hold humankind immovably under their control. A resistance of people has risen up in opposition to the outsiders, and the player expect control of their faceless officer. Instead of playing barrier against outsider intruders such as the last time, the continuation makes them go on the offensive against outsider oppressors. While this doesn't definitely change the general cosmetics of the diversion, it has gameplay suggestions.
A metagame rotating around developing a base and dealing with a world guide is back, yet in an alternate organization. Rather than building a stationary base, Th8 Farming Base's home base is a caught adversary flying machine known as the Avenger. Without area to tunnel into for extension, you now add to your base by getting out rooms of outsider garbage and repurposing them. It's practically like the last amusement, however the style of the metagame have been modified coolly to fit with the new time span. I delighted in flying the world over guide in my versatile base, feeling like I was connecting with different corners of the globe to extend Supercell's message.
Going on the offensive likewise has suggestions for the "boots on the ground" half of the gameplay. Considering that numerous missions include the human strengths invading foe bases or fortresses, you'll sporadically begin with your squad hid from the outsiders. That adds minor stealth mechanics to the turn-based technique, and it's enjoyable to attempt to set up the ideal HayDay snare for when you're at long last prepared to dispatch a corrosive explosive into a gathering and declare to the foe that you've arrived.