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DevBlog 4: Generals

The main idea behind the Generals is to create diverse gameplay by different sets of units and abilities that result in special combat tactics and variable combat situations. Previously, players were able to create ‘all-purpose armies’ that didn’t have any particular strengths or weaknesses, and this often led to homogeneous sets of units fighting with identical tactics. So by giving players an opportunity to define the strengths or weaknesses of their armies, we’re changing the eventual pattern of combat completely.

How We Did It

All units and support types play their own part in combat. We began by categorising them, so that we could provide the Generals with specific tools for the battlefield. For example, the Scout support, armoured cars and snipers were all assigned to the Scouting category (they’re just examples by the way, that’s not the full list!). So every General receives one item from each category, thus becoming stronger and more effective in some respects, and weaker in others. To intensify this effect, we created unique upgrades for units under a General’s command. For example, the speed of medium tanks was increased for the General of Tanks.

Real People

Originally, the Generals were not going to have any recognisable historical prototypes. But to create a more authentic atmosphere and expand on the game’s educational aspects, we decided finally to introduce the Generals as real historical figures, with their own personal histories viewable in their personnel files.

Implementing Community Feedback

By the time we’d introduced the Generals feature in the game, players had already developed their own preferences and tended to field their own favourite unit formations. But the Generals took some of the existing tools away from the players, and that caused them a certain amount of discomfort. So we’ve been carefully considering the players’ feedback on the matter, and the next game version will see a new iteration of this feature, improved to meet some of the community’s desires. For example, the most popular wish is to be able to play for any General, with all types of units, to mitigate the restrictions imposed by this specific balancing act. So we’ll be implementing this possibility through the Generals’ talents system. Regardless of which General you choose, all types of units and support will be available to you. However, the unique upgrades your General’s specialized units and support receive will be more effective, while non-specialized units and support will be re-balanced through increased cost and reduced effectiveness.

Further Development on Generals

The Generals will be receiving new features and class possibilities in the future. In particular, we’re now thinking about introducing a new type of skills for Generals that will provide our decorated military leaders with greater and more powerful tools. These can be absolutely different skills and abilities – from unique actions to improved attack times. For example, unique tank camouflage, for hiding in forests. And speaking of new classes, the next update will allow you to invite the General of Artillery into your headquarters, to provide you with the most effective artillery support.

Andrey, Lead Level Designer

When we were working on the new single-player missions, we encountered a funny bug that visualized the law of conservation of energy: all the soil dug out to make the trenches became heaped into one large pile on the map!

By the way, players will soon be able to test the multiplayer ‘King of the Hill’ map :)

Vitaly, Lead Artist

We taught the infantry how to jump into trenches in a really beautiful way, worked on the appearance of the Generals, and ‘enlivened’ the missile artillery.

Nikolay, Lead Programmer

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