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DevDiaries #37: Commanders
I have three words for you (or rather two words and one phrase): tactics, role-playing component, teamplay. The idea of creating a tactical game with a focus on teamwork was born long ago. Even in the Men of War multiplayer were laid a lot of its components. But the format of the session, game modes, and some overcomplexity of the gameplay didn’t allow the tactical part to unfold completely. The base of the tactical component was excellent, but we wanted to enrich it, add a role-playing element and team interaction. And over time, we stopped on the commanders concept, which, coupled with the development tree, could help to achieve our goals. Let's consider the issue in more detail. The commander is a specialization of the user within the gaming session. Basic specializations are represented by an infantryman, artilleryman and tankman. In addition to the basic, there are commanders with deeper specialization, which become available with the development of the player. For example, for an artilleryman they are: the howitzers commander, the SPGs commander and the anti-tank commander. We want 3-4 ready commanders for each type of troops before the OBT release. The unit tree (we are sure, everything is clear about it in general, and more specific we shall speak about it in future) is common for all commanders within the nation. But each commander has his own "preferences" and restrictions on the use of units. The number of units that you can take into battle is limited and often it is less than the number of units available for hire. So sometimes you have to choose - whether to take a couple more cannons or insure yourself with engineering teams. And some units are simply not available for use by certain commanders. So, for example, a tankman can take into battle a lot of tanks, several infantry squads and none of artillery units at all. The commander of heavy tanks has an even deeper specialization and operates a large number of heavy tanks than the basic commander, but has less light and medium tanks, which makes him well protected and indispensable for breakthroughs of the front line, but generally slow and disclosing his best sides close to the middle of the game. Each commander has its own characteristics and even some game mechanics inaccessible to others. For example, the support sapper commander has twice as many engineers and they dig trenches and strengthen buildings much more quickly, and his medics can evacuate not only their own, but also allied wounded. The howitzers under the control of the appropriate commander will be able to use the special firing mode with a gunlayer. Engineer troops of the tank commander will be able to evacuate to the rear any vehicles left without crew, both allied and enemy. Special commanders do a good job for which they are intended and do worse anything else. In the game there are both balanced commanders who do a good job with most tasks, and highly specialized, which are strong in something one. But you can be sure that there are no such commanders in Soldiers: Arena, who dominate all.
Tactical part. By introducing commanders into the game, we want to create a kind of "faction within the faction" and significantly increase the number of possible tactical solutions within the session. We don’t want the game limited to waiting for the last minutes of the fight, when you can order the best cannons and tanks and finally fight. No, Soldiers: Arena must be tense every minute of the fight. Some specializations dominate only in the beginning and middle of the game, others have no such aim as domination at all, but rather help allies. We want the player to invent more and more options for victory based on the situation on the battlefield and the composition of the teams, rather than waiting for his Königstiger for the whole game. The role-playing component. It is often perceived as leveling and customization, but first of all it is about acting the role. And in Soldiers: Arena, with the introduction of commanders, the importance of following these roles and their number have grown dramatically. Even now during the tests we see how rarely two players choosing the same units even while choosing the same commander. Some constantly rushing with the tanks at the beginning of the game and tries to tear off a bigger piece of the enemy land and give the allies opportunity to strengthen there. Some on the contrary bites into the ground and builds walls around their positions. Some using their maneuverability is constantly looking for unprotected enemy areas. Having the opportunity to choose different commanders and different troops to them, you will be able to find the role that suits best to you. And when it is bored - switch to another commander and another role. Teamplay. When you have no hammer for every in-game nail - you have to play your role and wait for the same from the allies. We want to create a non-linear game balance in Soldiers: Arena and stimulate the teamplay, create the need to complement the ally’s minuses with your pluses. You can have many howitzers and cannons, but they cost nothing without proper cover. And killing enemies couldn’t always grant you win, especially if you did not cover the ally at the right moment and now he have no infantry to capture the territory. This is not all that we would like to tell on the topic, and we will continue later, but for now watch the video with the work of the new suspension and rest some. Good luck! https://www.youtube.com/watch?v=DmqPIwISNRs&feature=youtu.be
[ 2017-04-20 18:32:42 CET ] [ Original post ]
Hi, friends. We have already talked earlier about commanders in Soldiers: Arena. About what they are and what their advantages on the battlefield are. Today we will tell you more specifics about the very concept of the commanders, but do not forget, that concept means possible changes.
Commanders? I am the only commander here!
I have three words for you (or rather two words and one phrase): tactics, role-playing component, teamplay. The idea of creating a tactical game with a focus on teamwork was born long ago. Even in the Men of War multiplayer were laid a lot of its components. But the format of the session, game modes, and some overcomplexity of the gameplay didn’t allow the tactical part to unfold completely. The base of the tactical component was excellent, but we wanted to enrich it, add a role-playing element and team interaction. And over time, we stopped on the commanders concept, which, coupled with the development tree, could help to achieve our goals. Let's consider the issue in more detail. The commander is a specialization of the user within the gaming session. Basic specializations are represented by an infantryman, artilleryman and tankman. In addition to the basic, there are commanders with deeper specialization, which become available with the development of the player. For example, for an artilleryman they are: the howitzers commander, the SPGs commander and the anti-tank commander. We want 3-4 ready commanders for each type of troops before the OBT release. The unit tree (we are sure, everything is clear about it in general, and more specific we shall speak about it in future) is common for all commanders within the nation. But each commander has his own "preferences" and restrictions on the use of units. The number of units that you can take into battle is limited and often it is less than the number of units available for hire. So sometimes you have to choose - whether to take a couple more cannons or insure yourself with engineering teams. And some units are simply not available for use by certain commanders. So, for example, a tankman can take into battle a lot of tanks, several infantry squads and none of artillery units at all. The commander of heavy tanks has an even deeper specialization and operates a large number of heavy tanks than the basic commander, but has less light and medium tanks, which makes him well protected and indispensable for breakthroughs of the front line, but generally slow and disclosing his best sides close to the middle of the game. Each commander has its own characteristics and even some game mechanics inaccessible to others. For example, the support sapper commander has twice as many engineers and they dig trenches and strengthen buildings much more quickly, and his medics can evacuate not only their own, but also allied wounded. The howitzers under the control of the appropriate commander will be able to use the special firing mode with a gunlayer. Engineer troops of the tank commander will be able to evacuate to the rear any vehicles left without crew, both allied and enemy. Special commanders do a good job for which they are intended and do worse anything else. In the game there are both balanced commanders who do a good job with most tasks, and highly specialized, which are strong in something one. But you can be sure that there are no such commanders in Soldiers: Arena, who dominate all.
Is it necessary? It was ok for me before!
Tactical part. By introducing commanders into the game, we want to create a kind of "faction within the faction" and significantly increase the number of possible tactical solutions within the session. We don’t want the game limited to waiting for the last minutes of the fight, when you can order the best cannons and tanks and finally fight. No, Soldiers: Arena must be tense every minute of the fight. Some specializations dominate only in the beginning and middle of the game, others have no such aim as domination at all, but rather help allies. We want the player to invent more and more options for victory based on the situation on the battlefield and the composition of the teams, rather than waiting for his Königstiger for the whole game. The role-playing component. It is often perceived as leveling and customization, but first of all it is about acting the role. And in Soldiers: Arena, with the introduction of commanders, the importance of following these roles and their number have grown dramatically. Even now during the tests we see how rarely two players choosing the same units even while choosing the same commander. Some constantly rushing with the tanks at the beginning of the game and tries to tear off a bigger piece of the enemy land and give the allies opportunity to strengthen there. Some on the contrary bites into the ground and builds walls around their positions. Some using their maneuverability is constantly looking for unprotected enemy areas. Having the opportunity to choose different commanders and different troops to them, you will be able to find the role that suits best to you. And when it is bored - switch to another commander and another role. Teamplay. When you have no hammer for every in-game nail - you have to play your role and wait for the same from the allies. We want to create a non-linear game balance in Soldiers: Arena and stimulate the teamplay, create the need to complement the ally’s minuses with your pluses. You can have many howitzers and cannons, but they cost nothing without proper cover. And killing enemies couldn’t always grant you win, especially if you did not cover the ally at the right moment and now he have no infantry to capture the territory. This is not all that we would like to tell on the topic, and we will continue later, but for now watch the video with the work of the new suspension and rest some. Good luck! https://www.youtube.com/watch?v=DmqPIwISNRs&feature=youtu.be
[ 2017-04-20 18:32:42 CET ] [ Original post ]
Soldiers: Arena
Best Way
Developer
Best Way Soft
Publisher
To be announced
Release
Game News Posts:
122
🎹🖱️Keyboard + Mouse
( reviews)
The Game includes VR Support
Soldiers: Arena will take you to the battlefields driven by the largest and bloodiest conflict of all time - World War II. This is the height of war, this is the time for real heroes.
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.
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.
MINIMAL SETUP
- 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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