DEVELOPER DIARY 7: OFFICERS AT A GLANCE

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    • DEVELOPER DIARY 7: OFFICERS AT A GLANCE


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      Last time Officers were announced in Developer Diary 5, we only showed some graphical assets and plans. This time, this log is going to disclose some special features belonging to the afformentioned units who will be commanding you men to a (hopefully) convinced victory.

      Features:
      • Unit type specific. Yes, Helicopter and Submarine officers too!
      • You can expect them to have suitable stats which reflect their experience and wisdom in the field
      • What comes with experience and wisdom? Leadership of course. Your Divsion/Wing/Task Force (D/W/TF) will most definitely benefit from having an officer present for whatever is to come.
      • Officers know the way: You can have multiple officers in a D/W/TF, this will give your units an edge especially if you plan it right
      • Have we perfected cloning technology? No. Your officers are not clonable meaning you can only have one unique officer at a time present in your game .
      • Officers will be dependent on their doctorine. This means your Eastern Friendly Officer will have different ways of handling things, and brings different benefits to your units, even if slightly. This better suits the play style a player might approach depending on the doctoring which they are playing as
      • Your officer most definitely will benefit from dedicated research
      You can rest assured your Officers will easily be identifiable, on the field and in your strategic planning.

      //Your CoN Team
      Dorado Games
      Conflict Of Nations

      The post was edited 1 time, last by Yak ().

    • With "unique officer" we mean eg. one Fighter Ace - let's call him "Maverick" ;) who of course could team up and escort his Airborne Officer buddy by the name of Lieutenant Colonel Kilgore....
      After all, he's got a job to do ensuring that Charlie don't Surf!
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • Maybe something i don't understand well.

      One unique officer present in your game. Ok.

      If my officer dies, can i """"rebuild""" him ? and can i produce another type of officer ? :P

      Or does that mean, simply, that i can have my Fighter Ace in the skies, my Heroic Captain in the sea, but just "once" of a kind ?
      Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.
    • Opulon wrote:

      Maybe something i don't understand well.

      One unique officer present in your game. Ok.

      If my officer dies, can i """"rebuild""" him ? and can i produce another type of officer ? :P

      Or does that mean, simply, that i can have my Fighter Ace in the skies, my Heroic Captain in the sea, but just "once" of a kind ?
      One unique officer of a kind at a time... eg. Tank Commander. You still can have the other 6 naturally. The restriction is necessary to prevent from spamming eg. Infantry Officers as substitute for infantry units.
      If an officer is defeated, you can of course mobilize a replacement officer (he will be a clone so to speak) but you need to spend the resources and time and hopefully will give him a new name (if Maverick died - how about "Gooseman"?) yeah - cheesy stuff, I know ;)
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • Wait so you will have 7 officers, but will there be more different kinds of officers that you can 'research'? like eg: you can invest in a tank destroyer officer instead of a main battle tank officer? or like a strike fighter officer rather than the air superiority fighter officer?
      Or is it just a general officer for each research tab where it is focus on the doctrine? eg the western doctrine officers gives armoured fighting vehicles better perks while the European doctrine officers will give tank destroyers better perks?
    • I will walk you through the experience by using the Tank Commander as an example (please bear in mind all these details are in development - so they may change):

      • When starting a new game, the player decides to research an armored unit - let's say Armored Fighting Vehicle
      • Once it has been researched, the game checks if the players rank meets the requirements to allow research of the Tank Commander (it doesn't matter that the player chose AFVs)
      • The player now selects the Tank Commander as next research (no it won't be expensive - he already researched an armored vehicle so this is more of an add-on)
      • After completing the Tank Commander research the player can now mobilize the Tank Commander just like any other unit if the building conditions are met (eg. Level 1 Arms Industry, Level 2 Army Base etc)
      • Once the player starts mobilizing his Tank Commander he can give him a name
      • After finishing the mobilization of the Tank Commander the player will see this unit on the map, represented by a special vehicle, the name and a portrait of the officer in the unit bar
      • The player can now no longer mobilize further Tank Commanders until the one he controls is destroyed
      • If adding the Tank Commander to a stack of eg. mixed infantry and armor units, the armor units in the stack (no matter what type) will receive the officers command bonus (starting value 15% bonus - but this is alpha)
      • Additionally the stacking limit is raised (Officer level 1 = +1 stacking limit)
      • The Tank Commander has typical tank unit stats, except that they are better, eg. more HP (starting value +20%)
      • If the player decides to increase his Armored Fighting Vehicle level by researching Level 2, 3, 4 etc the game checks again, if the player's rank prerequisite for officers of higher levels is met and then opens the possibility to research higher levels of said officer
      ...and so forth. For all 7 officers per doctrine (total of 21) we are planning to include into the game at this point in time.

      I hope that describes the experience in detail - and you are as excited as me about seeing some heroic action on the battlefield.
      One last hint: Being "heroes", officers often combine abilities of several classes in one - eg. amphibious paired with air mobility etc. allowing them to command units of several types (marines, airborne etc)
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • So, the Officer's combat stats are not matched to current level of technology? When I research higher level equipment now, all existing units get the upgrade automatically. It sounds like you were suggesting that officers will not get the benefit of successfully researching higher levels of equipment.

      Or maybe what you are saying is for officers to get better "officer bonuses" you have to research higher level officers? Maybe you can't research the higher level officer without the corresponding research of higher level equipment? Sorry...trying to understand.

      World of Warship has officers that gain higher levels from combat experience. You can "pay" to get them better officer bonuses, but you can grind them too. Also, you can bring existing high level officers into new fights so you don't have to start from scratch each match.
    • I know Wargaming titles well and comparing us to WOWS or WOT is a bit like apples and pears tbh. really different gameplay.

      In our game you will grind officers over time via meta player rank - no way to pay for them as of now.

      This being said: Officers Units will already be like high level units from a Stats perspective - so I am not worried they will fall behind terribly.

      In the end you will need to play the game for some substantial time to be allowed very high level officers.

      That's one of the non-pay features we are promoting.

      //G
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • EvenGodsFall wrote:

      My last post didnt seem to show up, anyhow I will resubmit, I said that a ranking system where units gain experiance may make more sense, and lead to more tactical game play.
      Due to the general lifespan of an individual unit in combat, i think you'll prefer officers :D
      Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.