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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!!

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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.