Hello!
We are here again with the second issue of the Developer Diary. In the first one we mentioned some innovations of Soldiers: Arena. Starting with this issue onwards, we will talk in more detail about what is featured in the game, what we are working at, and what we would wish to fulfill.
Judging by the comments in social networks over the last week, the most serious concerns of the players relate to micro-transaction and, in fact, F2P, generally. We have already mentioned earlier, that the mere introduction of this model is questionable. The main reason for the uncertainty is that this is a new experience for us. As you all know, the game series has never been influenced by this model. We are very devoted to the original gameplay and do not want to turn it into something unrecognizable. Free-to-Play model in this case is not an goal by itself, but rather a possible pathway to achieve goals. The priority for us is to craft a big simultaneous online experience, while maintaining the unique gaming qualities of the project. You will never be able to buy for real money the "Schwerer Gustav" and dominate the battlefield. No, the game does not imply such premium packages as "press X to win". We stand firmly and respond "NO" to Pay-to-Win model! We won’t sell anything that could give an advantage to the owner while in the game. When we talk about monetization, we are talking about alternative units (buys) of similar value from the base unit-list, skins, stickers, scenario missions for cooperative game and other small features. They diversify the gameplay, but will not give you an unbalanced opportunity over the other players in order to humiliate everyone and leave nothing standing, leaving behind only decay and ashes. Yes, perhaps you cause your opponent to tear his hair apart and eject smoke from his ears, but it goes down exclusively to your gaming skills.
We foresee Soldiers: Arena as a long-playing and perspective project, that we want to develop and improve. We are confident that the perfect solution is not found immediately, it will need polishing and evolution - and you help us, right? :)
In conclusion, we want to state, that the selection of candidates for the alpha test (which will begin soon) is going on at the moment, Thanks to all who replied to our call (there are a lot of them, to our great delight). Unfortunately, we can not send keys for testing to all of them, because alpha is a closed event with a limited number of participants.
Ask your questions in the post. Ask about the aspects of the game, about what aspects would you like to know more, and we will definitely reply your appeals in future editions of the diary.
P.S. And small allusion to the theme of the next issue of the diary.
[ 2016-01-14 19:17:57 CET ] [ Original post ]
Both new and already battle-proven multiplayer gamemodes to the original tactical gameplay are waiting for you. Interactive destructible environments and the ability to direct-control any combat unit. Steam support: matchmaking, workshop, steamcloud. Redesigned graphics, models and special effects. Conceptual new interface and convenient control, new battlefields and new opportunities.
Features:
- Revival of the “Men of War/Soldiers” game series. This multiplayer tactical RTS absorbed the best of the original series, favourite of players all over the world.
- Huge roster of units. Within a single game session, players will have access to a large number of unique units for every nation: tanks, vehicles, infantry and artillery of various types.
- The “Direct Control” mode. This mode provides the ability to play from the third person for any unit in the player’s army. The movement of the unit, firing the various guns, control of ammunition types, etc. all relying and directly controlled by player and thus the game conveys tactical action in it’s very essence.
- Destructible interactive environments. During the battle almost any object of the game can be destroyed or set on fire. Furthermore, all objects, including craters from explosions, may be used as cover.
- Atmosphere and realism. Even in large-scale game battles, it is necessary to take into account factors such as the supply of fuel and ammunition of each single unit. The precense of inventories for each unit limits the number and size of transported objects. Guns’ accuracy and penetration decreases with distance. Tired soldiers reduce the movement speed during long crossings. The influence of these and many other factors makes possible to reproduce the battles of World War II with a adequate degree of realism, most involving the player into the atmosphere of heated battles of the past.
- Modular realistic damage system. Any vehicle, regardless of its type, is composed of a set of modules that can be broken or destroyed. Types of ammunition, characteristics of guns, shooting distance, angle of armor, armor plate thickness and the threshold of material fatigue are taken into account, when calculating the piercing capability and damage caused to each of the component. Additionally, there are calculations of the probability of detonation of ammunition, engine fires, damage to wheels or tracks (which leads to immobilization of combat units). If a component is not destroyed, it can be repaired.
- Wide range of opportunities for infantry. Intelligence, combat, capture and repair of equipment, installation of anti-personnel and anti-tank obstacules of different types, construction of protective structures, health treatment, cover usage, ability to change through primary and secondary weapons, capture of buildings and territories.
- Great number of different types of weapons and ammunition. Pistols, submachine guns, machine guns, rifles and carbines, various types of grenades, dynamite, mines, knives and other items of equipment that are unique to each nation.
- Advanced Artificial Intelligence (Advanced AI). Infantry’s behaviour based on the feedback information from their own sensors (vision and acoustics), as well as allies’ signals. This allows the use of diversionary tactics, sending scouts into the enemy's rear, as well as to open the visibility with the help of special devices - observation towers, binoculars, telescopic tubes and sniper scopes. The morale of the infantry depends on the balance of forces on the battlefield - the soldiers may decide to advance or to withdraw from the fight.
- Conceptual new interface for convenient control.
- Enhanced game engine Gem2. Reworking of the game engine allows to provide a new level of graphics, the implementation of new and improvement already familiar to users game mechanics.
- OSX, Mac. Linux support.
- Full Steam support. Matchmaking, workshop, steamcloud, tradecards, achievments, steamstats, inventoryitems.
- OS: Ubuntu 12.04
- Processor: 2 GHz Intel Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 3D Hardware Accelerator Card Required - OpenGL 3.0 compatibleNetwork: Broadband Internet connection
- Storage: 5 GB available space
- OS: Ubuntu 15.04
- Processor: Intel Core i5-2.5GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 560 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
- Storage: 5 GB available space
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