





Hello everyone!
Today we will talk about the "Front Line" gamemode and how it differs fundamentally from the old ones. We wrote about the new map for it here . "We want our game to be hardcore and action-based at the same time. Ok, then our basic gamemode should reflect all of these"- it is the first thing we thought, before picking up the tools (keyboard and mouse, basically, but calling it “The tools” sound more like a term to be reckoned with).
First we abandoned the very idea of predetermined control points (as it was previously in "Battle Zones") since they significantly restrict the tactics you can select. We decided that all the map must be a battlefield, not just individual areas of interest. In the new iteration we decided to create a real front line dividing the warring parties. So now every successful attack drives the enemy back, and the front line will reflect your progress by how much it has moved.
For those, who like to carry out sabotage operations behind enemy lines, or simply don’t like to going anywhere without the scouting - we have special. types of infantry, which do not affect the front line. Such units cross it without notice.
Each object on the map, which you think you can use to your advantage SHOULD be used to harm the enemy. If you are sure that that a ruined barn deep behind enemy lines will be the great place to capture and strengthen your position, creating a constant crossfire for the enemy - just do it (but remember, being surrounded and split away from your forces means will not be able to replenish ammunition and medical supplies, or evacuate injured troops).
If you think that a quick rush on a less fortified flank will give more advantages than disadvantages from the potential loss of units, - go for it!
Did you focus on support infantry like miners, engineers and spotters while creating the preset for your infantry commander (assigned set of units to use in the battle)? Oh, we got it! You have an artilleryman-friend and wanna be he who stops a horde of enemies, as the Greeks at Thermopylae - ok, sounds like a great plan! Especially if your team successfully attacked the other flank, and the naive enemy continues to spit the manpower in it’s divergent fronts, trying in to beat you in vain.
The most important thing is to create an opportunity to fight multiple times on the same area without getting tired of it. And now, every fight is truly unique, because the team will always be different in composition and set of units. Now you would be able to prove the enemy over and over again that there is no ground for him! By using more and more new ways to achieve the same goal - to show everyone that the entire battlefield is yours, and the front line should be close to the enemy spawn.
Even now "Front Line" is much more diverse and dynamic than the earlier gamemodes of the series, and in fact some of the innovations are just in test phase (and several new gamemodes based on the "Front line". Don’t you think think that the new regime will be the only one, don’t you? ). But do not worry, as soon as they are ready - we’ll remove the curtain :)
[ 2016-09-15 18:12:04 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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