Hello friends!
Our 25th diary continues to talk about the fortification theme, that we started here . It’s about buildings in Soldiers: Arena, something changed and now new mechanics have appeared for their usage.
Buildings in the early games of the series wasn’t often perceived as a completely tactical object and had very limited functionality. In the Front Line gamemode, where the place of decisive battles can take place over any part of the map - captured building become the center of gameplay.
Previously, you could only order your units to go into the building and link them manually to the windows. Considerable skill with questionable utility was required for such actions, because those clicks often could be spent on something more important. In the Soldiers: Arena we want to see the building as a completely defensive object, easily controlled and functional. First of all, we have added a visualization of fire zones, so player can always see the firing zones and the blind ones. Now you will see the fire sector by clicking on the building .
Now you can understand, without too much of a fuss, what flanks should be urgently strengthened, so that the enemy can’t take the building without paying a hard price.
In the future, we want to make the management of the buildings and fighters inside them more automatic. The defending infantry will choose the position for shooting by themselves, depending on the type of threat. For example, if tanks appear in the field of view, soldiers with bazookas or AT-guns will move to this side of the building. While shooters will stand at the convenient positions against the advancing infantry. The building will be "manageable" and you would be able to order it (or rather units inside) to attack the enemy of your choice, and soldiers who can most effectively confront this enemy will change their positions accordingly.
We added the opportunity to strengthen the buildings. So the enemy can not break into the building by means of a cluttered entrance and boarded-up windows. Such structure becomes a real fort, and its defenders obtain much more (compared with unfortified ones) defensive bonus. The strengthening will take some time, but the more units that are inside, the faster this process will take. Some auxiliary units (e.g. engineers) will make it faster, but it would be better to replace them for the further defense of the building, as their fighting characteristics aren’t high enough to kill normal infantry.
But this does not mean that the gaming session will be limited to digging trenches and strengthening buildings. In Soldiers: Arena you will always have something to counter that annoying lover of fortifying everything. In the early games it was easier to destroy the building than fight for it. And it was fun, no doubt! But now you will be able to send your soldiers to storm the building by double-clicking on it (or by pressing the appropriate menu button). To succeed you will need the numerical superiority, because the defenders will have a good bonus to defense. Not all soldiers are equally good for the storming of buildings (the same situation with the defense). For example the units armed with automatic weapons (and anti-personnel grenades greatly assists) in the storming of the building will be much better than soldiers with rifles. AT-guns and bazookas in this battle will be almost useless, especially against the special assault troops.
If the defense or storming of the building didn’t go according to the plan, you can always give a command to retreat. But remember that soldiers can’t retreat instantly.
In the case of fortified and barricaded building assault, this function will not be available. You’ll need to demolish the wall and organize the place for a breakthrough. When you’ve done with the wall, you can shoot the defenders from the outside, cause, you know, non-existent wall gives no bonuses.
You can throw a few grenades in the window, (it’s especially important to find blind spots in the enemy defenses in such tactics), burn down the enemy with flamethrowers or demolish the house with dynamite. You can also spoil the enemy’s Tea Party by rushing into the building on board your tank. Or, maybe, order an airstrike :)
[ 2016-10-27 17:12:11 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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