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DevBlog 9

Last time, we looked at the general future of the single-player campaign, so now we’d like to give you some information on upcoming multiplayer innovations. The difference is that the things we’re discussing today don’t cover the overall plan for multiplayer, but just the upcoming plans. As a matter of fact, we’re working on them right now. ːsteamhappyː

Difficult Choice

Developers of strategic games always have to think about how to increase variability in their gameplay. Making a deep game with a great number of possible situations can be achieved in different ways. For example, we already have Generals, that allow the player to try combining different units and support types, and now we’re preparing another important feature for the forthcoming update.
The well-known upgrade system (Gears) will be logically enhanced to allow you to create non-diversified unit builds (using Gears for upgrading fortification systems will be added a bit later). For example, you’ll be able to turn your infantry into light, agile, hidden squads, or put all your resources into increasing their firepower.
Combinations of different units strengthened by a range of special skills and supported by the Generals’ own special skills will allow you to create unique armies, tuned for your favourite combat styles.
By the way, units that currently don’t have any upgrades (for example, MLRS) will be getting them eventually too.

Defending the Sky and the Land

As promised, stationary and self-propelled AA guns will destroy not only enemy aircraft but ground forces as well. This means not only the implementation of an additional fire mode, but also AA guns’ own development line in the Gears system.

Mine Camouflage

Something else we promised earlier that is now being implemented, is that you can only see mines when you are close to them. A bit later on, we’ll be making so that Generals will be able to use special mine camouflage to make them practically invisible – attacking players will only find these little ‘surprises’ when they’re almost right on top of them.

Time and Support Depend on Battlefield Success

The combat timer and Support Points will be bound to Control Points. In order to get additional Support Points, you will have to capture at least one CP. In this way, battles for each piece of land will become more fierce, encounters will depend more on unit actions, and you will have to use your Support Points even more wisely.

Flexible Matchmaking

The matchmaking system goes through different stages, activated incrementally when a search is made. At first, your opponent is selected based on technical development (base building levels). If no suitable opponent is found, the next stage includes a wider range of similar rankings. Now, the matchmaking system has been slightly tweaked to make it more flexible, meaning searches for opponents should be more effective.

Other Changes

Machine gunners will deal area damage, blanketing enemies with suppressive fire.
A new type of damage (fragmentation damage) and protection from it, is also upcoming.
Fortifications now have a separate total supply limit, to be used at your discretion. For example, you can use all your stock on howitzers, or spend it all on bunkers.