Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Found this game in one of your recent posts in Twitter.(2 or 3 days ago after the latest build was uploaded)

Very promising, took the 0.C build, operating tanks felt like Company of Heroes 2 but modern and in a alt. universe like Forever Winter just by the world build alone and i actually thought this was based on the middle eastern wars featuring USA tanks and Soviet tanks till i realize the names and tank design were different other than the older models.

Lots of stuff going on in just a few seconds either a win or i lose a tank despite angled and facing its front armor (some cases ammo rack kill mostly on Marrow and Aspera) but that's armor degrading for you (although im a little disappointed the ANGLED armor doesn't seem to stop that being getting my tank destroyed sometimes the integrity was down to 1 more shot before it eventually cracks and cause heavy damage...)

Tried using a set of old tank models boy i tend to forget how slow the reload is compared to our two named tankers so i have to make to reverse after each shot.

lots of trial and error on the game mechanics but i had fun.

Feedback and suggestions:

2 Player COOP:
Think there's a possibility of a COOP mode probably a YEAR after releasing the full game? somehow i wanna see how this works out when playing with a friend in the future. (2 player ONLY)

Character Perma-death and crew mount & dismount, Hi-jacking abandoned tanks:


Theres a chance of character perma-death being implemented? in cases like Aspera was KIA but the story goes on, similar to DEAD STATE 1 after our supposed MC was taken by the infected but the other survivors that are playable will continue on. Incase the tank was knocked out maybe showing some survivors climbing out of it and retreat to safety. (Purely AI) 

maybe hijacking enemy tanks incase of a SUDDEN RAID or let troopers to move around while the tank is oblivious or too busy fighting our tanks. Other suggestion RISKY, surviving crews from a destroyed tank would interact with the wrecks of the enemies, see if the tank is still intact despite its armor being compromised but once the crew gets it working on field repairs on critical modules it'll be in a crippling state or its armor is compromised based on where its mainly hit, if its the other side then it should be fine.

Infantry vs tanks:
In cases of being too close to an enemy tank, maybe we would set a COMMAND for infantry only to lob a nade through the tank hatch to neutralize the threat, this also applies to enemy troops if our tank gets too close and stationary for too long while under fire they will do the same.

FPS:
Im not sure how others deal with this but how HEAVY is the current game setting suppose to be? i just realized my GPU was running 60-90% for a game thats mostly pixelated with details during the most intense battles when theres a HUGE explosion by a tank (ammo rack) causing FPS drop, runs very smooth in the tutorial missions.

Running 1650 for this, most cases of just a quick skirmish its often 30-40, for tutorial missions its 50-70+ fps considering how small it was, INTENSE missions like mission 4 really rocked the FPS between 20-60 whenever explosions, smoke and multiple units are involved and the battle escalating very quickly.


More than 1 platoon:
I was wondering how will this work out IF the 4 vehicle limit was extended for certain operations in larger maps (to the point that we deploy all available vehicles in the motor pool) and we get to command 2 or 3 platoons considering WE COULD have a Support the Frontline type of mission and take over command, similar cases of Mission 4 we get to command the Rear Guard Units that were already in the map rather than us deploying our spare vehicles.


Command Panels:
I would like to suggest some additional commands

Stop and Fire (Hotkey Suggestion:G or Mouse 4 or 5 if possible?) once setting a pathway, any target on sight they will stop and fire and drive off for cases of crossing narrow streets but with alleyways to quickly disengage or when you wanna try to cross the street in a form of convoy, one unit keeps going the one following stops and fire before moving out. Im aware that we can just use the TACTICAL PAUSE but i was wondering if that's a possible option for the ones that are gonna challenge themselves with REAL TIME scenarios than relying on the PAUSE.

FULL DIRECT CONTROL: (Hotkey suggestion: H)
While WE DO have direct control, its mostly on the steering while leaving the aim to our gunner, i was thinking how difficult is it to implement both movement and our aim, considering we are mostly top down aiming with either mouse or ARROW KEYS (LEFT AND RIGHT) to aim our shot, maybe in a way to FIRE BEYOND our range and the enemies as well? (Infantry scouts ahead or a spare tank gets closer from a different angle as a diversion, player tank stays back out of range and sight but line of fire is there, just not within our optic range)

Hull direction: (Suggested default Hotkey:R)
Its a little pain to use the path way mechanic to adjust our tanks or make it U-TURN unless it doesn't have neutral steering? Just a quick command to R for rotation of the hull to adjust its armor or quickly facing a threat from behind but turns in place. This is only for tracked vehicles.

SQUAD CONTROL: (Hot key suggestion: Ctrl+1-2)
In cases of fast pace action, maybe we could apply the HOTKEY SQUAD CONTROL?

Just like Company of Heroes, we select multiple units (in my case of 4 units ill just go by DUO so one team is 2 tanks under team 1 and the other half is team 2) and then CTRL 1 to form a new squad rather than individual units to make use of quick selection of units, again im aware of TACTICAL PAUSE but this one is just a suggestion for those that wants a raw RTS of tank combat and not using the pause mechanic to react on the fly.

If we are to return to DEFAULT individual unit, maybe a quick hotkey or command to disband the team and return to individual 1,2,3,4 selection commands (Hotkey for Disband squad: J)

Generic chat boxes (Mostly minor details but nothing wrong with a little more impressiveness right??):
Similar to Aspera and Marrow when they REACT in combat but this one is for tankers that didnt have a name yet or just simple Generic characters (RNG avatars but faces are covered or eyes not revealed but their outfits and body shape tells their identity in the matter)


OFF MAP CALL INS & Logistic Units or Engineers for salvaging parts from wrecks:(Hotkey Suggestion: Holding T and the Panel appears, release and it will retract and go hidden)

I red a comment suggesting this mechanic about salvaging spoils of war mid game and not AFTER, maybe we can take a piece from Company of Heroes 3 and implement a panel that offers support whether calling in back up (reserves from our motor pool so its VERY LIMITED), airstrike if available (im still thinking whats the COST of this and then theres the LONG COOLDOWN) , off map barrage (if we bought an mobile artillery piece like an M109 or MLRS vehicles regardless of how old they are)  or just simply RECOVERY UNITS to salvage the wrecks by tow or just take it apart on site while our fighting forces will guard the area for awhile (considering we don't have a time limit here unless its a URGENT MISSION) i did thought about a support truck to bring in the tools and maybe armor replacement (ERA and other add-ons from our storage) to fix up our battered units while its good and all it only repairs and replaces the ADD-ON and not our tank's armor, lets not forget the AI can make a counter attack and catching us with our backs exposed so its rather a RISKY FACTOR time to time unless the player guarantees a STRONG DEFENSE while the supports work (20-50s at best in terms of action?) or make it realistic and turn it to a SUB OBJECTIVE of "DEFEND THE ENGINEERS" for 2-3 minutes during the counter attack scenario whether the already spawned enemies on the map or off screen spawn from various entry points of their territory. (Mostly in missions where we have to fight 2-3 groups of squads or the large amount when we tried to escape the encirclement mission but it might be too much)

Side missions (Claiming spoils and other missions):

Continuation of the Support units, maybe a mission where this time we secure each site full of wrecks that we destroyed last mission but we are just claiming our spoils (mostly the smaller maps) with two simple objectives: Secure the Site and Defend the Engineers from a possible counter attack or survivors that were left unchecked.

probably some quick missions randomly turned disasters because of a unfortunate encounter with a battalion or facing a large group of heavy tanks, ATGMs, heavy infantry with ATs or an elite group (the hardest AI you can create) thats a BIG threat to the current line up.

Maybe also a MISSION MODE in completed campaigns. particularly side mission in claiming wrecks can vary from a simple scavenge run (RNG map sizes vary as a DIFFICULTY) to unfortunate encounter of a massive group of reinforcements enemies or patrol. and only have to defend against an incoming wave for 2-4 minutes depending on the wreckage whether the already destroyed tanks from the previous mission or RNG wreck sites (RNG feels like an easier option)

Purchase of units, crew and parts:
Still wondering if a store and depot for buy and sell are already planned but not yet READY. Im curious if you got it all planned already once game currency is now established on the future builds.



Crafting/improvised modification and repairs of battered tanks after a mission if auto-repair is not an option
Similar to what the tankers did in WW2, they would grab parts from a wrecked tank, weapons, intact armor skirts, modules, etc., strip a piece of armor and just slap it on our tanks for extra protection or extra firepower if we cannot afford a proper protection in the store for the older models or maybe in cases of QUICK REPAIR and not the standard if you decided to make it more of a semi-management when we are not in a mission.

Lots of stuff in mind but that might be too ambitious for this game at the moment. so ill just keep it like this for now.
I played this more often despite completing everything. A bit of suggestion when doing REPLAYS. maybe make the Enemy spawns RANDOM or is this story BASED?

Overall best Indie game ive had since Pacific Drive, mix of RTS Company Of Heroes 2 & 3, War Thunder for its modular damage, armor mechanics.

Looking forward to this dream game of an RTS i wished to play. :D

(+1)

Awesome, I love detailed feedback and ideas! Here are some of my thoughts:

On angling tanks: I briefly experimented with tank angling adding more penetration resistance before, but I believe angling has little effectiveness against modern tank ammunition like sabot rounds. I don't think it's a bad system though, and I'll probably revisit the idea in the future.

Permadeath: In the campaign, crew losses will likely be permanent, although "special" characters may be able to survive a tank losses, similar to like what you said.

Hijacking tanks or scavenging abandoned ones during combat was planned before but I decided to scrap the idea due to high complexity. I might revisit in the future.

Infantry close quarters: I really like your idea for infantry to use grenades and be really effective against tanks in close quarters! 

Performance: the game is not very optimized right now unfortunately. My goal is to have 60 fps on a card like yours.

Platoons: In the campaign, upgrades will probably let you deploy more units. Otherwise I also plan to add more missions where you can use some temporary units, or maybe there's an allied faction there too.

Commands

  • Stop and fire is planned!
  • Turning hull direction: good idea, will add.
  • RTS-style squad controls: Perhaps in the future, will have to rework some stuff if it goes in.

Generic chat boxes: I like this idea, will have to finetune it to prevent overloading the screen. Probably when i finish the portraits for the generic guys

Support/offmap: There's a lot of good ideas here, and I am planning to add recovery units/artillery/logistics in the future! Especially with the campaign and salvaging stuff.

As for campaign stuff, I appreciate the ideas, a lot of it is being worked out atm. The campaign will have an overworld with exploration/management, and mix of thematic story-ish missions, side missions, and procedural/randomized encounters too

Thanks for playing!!

(1 edit) (+1)

Cheers man! Looking forward to the new build to test out the new stuff in offer :D

Extra:
As for the armor effectiveness at this time im guessing regardless of angle the impact will be the same as FLAT armor correct?


Regarding salvaging or "repairing" abandoned tanks mid-game. I think having two types of scenarios would go for this, IF it is plausible for your workload once its prioritized.

The usual scenario is when we call in some engineers or crew men that are just standing by the barracks during the mission after securing the area where the tank is sitting while our active forces will press on or leave some vehicles to make security while the crew and engineers work on the partially destroyed tanks to either take parts or fix it but the armor where it was mostly damage is permanent until its brought back to base so in simple terms that tank will be VERY vulnerable on that side of the armor. (after being bombarded by shells from us or when we used our rockets and missiles at it where it blew a hole on the armor) of course you can order engineers to slap on a spare add-on armor or a piece of armor from a wrecked vehicle thats beyond repair (ones that were ammo racked and their turret flew up in the sky) to cover that up for the time being but im sure that would cause some sparks into compartment, injuring the crew near the hole. Just a thought since the main objective is either to quickly put that tank into our forces to finish the mission OR bring it back to base to work it back to its glorious condition.


The other scenario would be occasional SIDE MISSIONS where we decided to send a small force or just the usual 4 tank team to secure the area (this will be RNG if its either patrol or a unfortunate encounter of a large platoon that could overwhelm you) while the logistics work on the tank to either make it working again under its own power OR if we are to call in a HEAVY TOW to move it back to base. this is just my opinion on the matter since i think im getting a little bit too realistic for this mechanic. but either way this is a RISKY objective when you try to salvage vehicles to save up your money than buying a new replacement (in this case being the K-115 AND K-75 since they have the toughest armor and most up to date tank in service) if its the older models like K-50 i guess thats also an alternative in saving money.

For infantry, considering majority of the time its Penal or droids, i believe these troops can be a bit creative when it comes to penal troops while droids, i believe they have the super strength to breach doors with their build in your universe of this game? so why not let them by the STRAIGHT TO THE POINT type of trooper to just climb up the hatch, force open and casually drop a nade inside, ingame it would be like 3-4 seconds to break open the hatch while penal would take a little longer to creek open depending on the tank they are on (cases like K-75 with newer designs against infantry or hi-jack scenarios) if its a K-50 and its variants thats a little easier to break open the access.