In the distant future, the coming of a technological Golden-age brings reality to humanity’s dream of reaching out to other planets. Corporate exploration probes swarm the depths of space, seeking out resource-rich worlds to colonize and exploit. But even in the vastness of space, and true to human nature, disputes over colonization rights soon emerge. Great corporate war-fleets gather, ready to defend their claims. The Earth Federation, humanity’s central government, devises a contest called “Missile War” to prevent a descent into total war. In “Missile War” two rival corporations establish a base on the contested planet’s surface, harvest its resources, and engage in an isolated missile duel. Trade of harvested minerals is permitted, but interference by other corporations is not. The winner, the last corporation standing, is given full rights to the colony, and is taxed by the Earth Federation. Everybody wins; or do they?

Direct Hit: Missile War offers a deep strategic experience to those weary of the never ending stream of Command and Conquer clones that dominate the real-time strategy market. While tipping its hat to console classics such as Megalomania, Direct Hit brings many fresh ideas to the table, in particular: separate player maps, and the replacement of classic RTS units by customizable missiles. Set in a Golden-age of planetary colonization, players must battle for mining rights to resource-rich planets by competing in explosive duels called Missile Wars. To win a missile war, players have to build, scan for and mine resources, trade, research, and of course, design the means of their enemies’ destruction: missiles!

Game features:

The game is a mix of genres:
- Unique strategy gameplay system
- Classic RTS

- 7 stages (14 missions)
- 5 tech levels
- Over 30 types of missile part.

Critics Review:
RTS Guru: 7 of 10

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Danny 'Tenebrion' Wojcicki tackles another review for RTSGuru by taking Polynetix's Direct Hit: Missile War for a spin. Never heard of it? Danny's not surprised, but definitely thinks you should check it out.

"Direct Hit: Missile War, published by Impulse and developed by Polynetix, is a strategy game you’ve probably never heard of. And, to be perfectly honest, I’m surprised that this game hasn’t made a little more noise among strategy gamers, because it’s actually pretty damn fun. In short, it’s a real time strategy game where the player builds and manages a futuristic military base, acquires resources, researches new technology, and manufactures missiles to be used in the utter destruction of nearby enemy facilities. The game is simple, sleek, and enjoyable, though admittedly not without a few flaws....."
Full review you can see at link below:

Rtsguru.com

Desura Highlight Video - Episode 5

Desura Highlight Video - Episode 5

Feature

Get ready for another week of fantastic Indie releases right here on Desura!

Direct Hit: Missile War

Direct Hit: Missile War

Feature

“Missile War” to prevent a descent into total war. In “Missile War” two rival corporations establish a base on the contested planet’s surface...

Post comment Comments  (0 - 10 of 16)
Deathninja82
Deathninja82 - - 15 comments

Enjoying the game so for, but is there any way to disable the moseover/click sounds without muting the whole game? It's slowly driving me mad.

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PolynetixStudio Creator
PolynetixStudio - - 11 comments

I think only way is replace sound in game folder \Sound\SFX\ui
All files in wav format, so if you want you can copy any sounds you want (for example Windows click sound) and then rename it. (don't forget - Backup original files).

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Aarkreinsil
Aarkreinsil - - 251 comments

Any relation to Fragile Allegiance?

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Draugr
Draugr - - 31 comments

No demo, No Buy! :(

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aiyel
aiyel - - 4 comments

having had this game for a couple of years now (got it from gamersgate) I can offer the following advice: If you liked the original Metal Marines, chances are, you'll love DH:MW. That said, the interface, though beautiful, is terrible in practice. There are also too many resources to keep track of (and hope you can find in sufficient quantities on a level where the resource distribution is the only randomized element)

It was fun, but the bad interface made it borderline unplayable on later levels.

If the Desura version has seen these flaws done away with, I'll gladly pay for it again as it has the seed of a fantastic successor to an old favorite.

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PolynetixStudio Creator
PolynetixStudio - - 11 comments

what you mean "bad interface". Art or usability?

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aiyel
aiyel - - 4 comments

Useablility. Sorry for the delay, final exams. Had to find a chance to play and refresh my memory. Anyway, here's some things that probably need changing in a future version:

A lot of functions could use context-sensitive options, or pop-up interface elements. Building and geological survey, for example, could be available through a right-click menu. Missile defense could have an as-needed display on the right or left margin, complete with the (optional) video clips of missiles in flight or dying to my defenses.

The resource management is, I feel, needlessly complex. There are several kinds of mineral that are needed for different projects, and any given missile could need any number of them, pre-assembled into parts and then assembled into useable missiles. You're not guaranteed, with the randomized resources, to get what you need in useful quanitites.

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aiyel
aiyel - - 4 comments

Here's some of the changes I'd make aside from interface:

Streamline the resource collection. Seed the resources a bit more liberally, guarantee everything nexessary to perform basic offensive ops within, say, a fifteen-tile radius of the command ceter. Cut down on the number of minerals that need to be searched for. The most obvious solution is to make all refineries passively collect one or two of them from any other resource.

Rather than forcing the player to micromanage all the factories in the game to produce the half-dozen components required for each of their various offensive missiles, allow an option for factories to be set to auto-fulfill orders. There are still benefits to stockpiling missile hardware in overall efficiency during a lull when you can stop and think about how many of component x you need, but you could also macro-order say ten missiles of one type and twenty of another and the factories set to auto-fulfill would start cranking out the necessary components and assembling the missiles automatically. Less efficient than stockpiles, but also much less mental overhead on the player's part.

Don't get me wrong, I LOVE the concept behind the game, the old-school Metal Marines was a long-time favorite of mine... your game is fun, it's just a little clunky in practice.

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PolynetixStudio Creator
PolynetixStudio - - 11 comments

Thanks for your answer. When we were developing DH, I did't even know about Metal Marines, but if I knew it, the game maybe looks different. We doing the game from the scratch. May be we could made more flexible UI and game logic, but it was our first strategy project and we were newbies, so forget us for some laсk of skill.

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aiyel
aiyel - - 4 comments

don't be discouraged by my criticism, I did have a lot of fun with it. I would definitely buy a sequel if it improved on what you already have.

is really awesome that you came up with this game independent of metal marines' influence. there are some remarkable similarities, but a lot of things that are very innovative as well.

u hope your sales here on desura are good enough to warrant a sequel, I'd love to see what you can do with the concept now that you have experience and feedback.

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PolynetixStudio Creator
PolynetixStudio - - 11 comments

I hope too! :)
Thank you for appreciation!

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Hu50N4u7
Hu50N4u7 - - 13 comments

Metal Marines FTW !!!

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