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0 comments by GamerKnight on Apr 29th, 2013

War Supplies

What are War Supplies
War Supplies are Tools, Weapons, Armour, Ammunition, Medical Supplies and Vehicles. War Supplies are finite resources and can be gained from capturing and holding regions for extended periods of time. The longer a Region and its Supply Lines are controlled the more War Supplies are rewarded, up to a maximum predefined number. War Supplies are stored inside of a War Supply Depots, located inside of an HQ.

War Supplies are unique to each region, meaning that it is possible for Region A to have a plentiful supply of resources, but Region B could be completely void of supplies.
Supplies must be managed by each individual team member, and should be used sparingly to gain a tactical advantage. A player is limited to the amount of supplies he can carry on his person at any given one time.

Days of Valor has a classless based system, the items a player has equipped define what role he will be best at.

War Supply Depot
The War Supply Depot is room located inside of a “HQ Tactical Location” where war supplies are stored. War supplies are finite, but periodically resupplied if the region is connected to a Supply Line.

The main purpose of this room is to allow players to visually see what equipment is available. For example Armour, Weapons, Ammunition and Tools. This room must be big enough for twelve to thirty two (depending on map size) players to be inside at once. It should have a wide open area in the centre maybe with a table or equipment dividing the room. Equipment can be changed at any time in game by simply going to a War Supply Depot and interacting with the different pieces of equipment stored within.

Clarissa Scott (work in progress)

Tools:
Tools are items in the game that help accomplish a given tasks. For example, an axe can be used to chop down trees. Which can be used to block roads. Or to rig explosives to trigger when a player opens/uses a door/light-switch.

Medical Supplies:
Used to increase a player health points up to a maximum predefined figure, or to revive a player who is temporally incapacitated. This resource can also be used to counter certain weather based effects such as Frostbite or Heatstroke. We are looking into how healing can be more interactive and team based.

Armour:
Everything from a player's uniform, to the type of armour he wears to protect himself, such as a helmet.

Weapons:
Weapons are the items used in the game, that can reduce a player health points. Some weapons such as guns require ammo in order to deal damage, other weapons such as grenades are one time use but require no additional items to use them. Some items such as knives require no additional items to be used (Do they wear down or break?).

Ammunition:
Ammunition refers to a finite amount of stored energy (mechanical, chemical, or electromagnetic) that can be used in conjunction with weapons in the game to deal damage (remove health points) to an object or player in the game.

Vehicles:
Refers to an object in the game that can be driven by a player, see “Tank Warfare Mechanics” for more details.

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GamerKnight
Days of Valor: Indiedb.com
Blog: Gamerknight.wordpress.com
Twiter: Twitter.com

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Post comment Comments  (20 - 30 of 70)
Stugs
Stugs Mar 6 2013, 2:25pm says:

Are the tanks just statics or are they drivable?

+3 votes     reply to comment
GamerKnight
GamerKnight Mar 6 2013, 2:33pm replied:

You can drive them, shoot with them, run people over. This one is even modular and you can add remove components in game.

More info on tank mechanics (WIP):
Indiedb.com

+2 votes     reply to comment
jakejakejake55
jakejakejake55 Mar 8 2013, 3:24pm replied:

I have a whole lot of ideas ill give them
Idea 1: Make tanks have certain points of damage so you can shoot a tanks gun and disable it, Shoot a tanks turret making it unable to move and having a chance to injure/kill the gunner, Shoot a tanks track making it immobile, Shoot a tanks engine to make it immobile, Shoot the tanks hull having a chance to injure/kill a crew member.
Idea 2: If there are planes make it realistic so if you have a AA gun such as Bofors that have explosive rounds will do multiple damage across the plane but a high damage in that area where it hit there for i shoot its wing it will fall of eventually/I shoot at its engine it will be destroyed.
Idea 3: Have a nice damage system so Shoot a solder in the foot he will have a hard time walking say speed reduced 75% or if you shoot him in the arm accuracy is reduced say 50% or Shoot him in a artery then he will eventually bleed out unless he has medical help.

Like my ideas?

+2 votes     reply to comment
GamerKnight
GamerKnight Mar 8 2013, 3:48pm replied:

I do, Ben and myself have been talking about how to make air combat vs ground combat fair recently.

Drop me a PM with your Skype details and we can turn your ideas into full blown core game mechanics.

+2 votes     reply to comment
Sgt_Prof
Sgt_Prof Mar 4 2013, 3:27am says:

This game getting better and better !

+3 votes     reply to comment
senjineer
senjineer Jan 29 2013, 3:21am says:

Guys this is a symphony for my ears ! If this comes treu, then I'm all yours :) Just a quick question.. I'm a player and big fan of WW2Online (Battleground Europe) and you have mentioned that there will be some regions working as supplies. It will be something like in ww2online ?

Definitely tracking this awesome project ! :)

Regards from Czechoslovakia ^^

+8 votes     reply to comment
GamerKnight
GamerKnight Jan 27 2013, 12:38pm replied:

Yes the plan is to release a playable beta to the community.

What areas of tank combat would you like to be able to take control of and see in our game?

+4 votes     reply to comment
HeadClot
HeadClot Jan 27 2013, 9:07pm replied:

Personally I think you have a good plan for the tank combat.

Things I would like to see - Armor Penetration and component damage (Ammo rack explosions, Damaged Treads, and injured / killed crew.) If hit right tanks can catch on fire and detonated the fuel supply and/or ammo rack.

Here are a few things that I would suggest - Mainly as bonuses.

1. Tanks are ride able by infantry (This should just be a socket connection in UDK and a Idle siting animation if I am not mistaken)

2. I would encourage first person however do not model the entire inside of the tank. It adds to the production cost and the amount of draw calls tremendously. You can also make allot more tanks!

3. I would love to see the Panzer VIII Maus - I would just be awesome to blow up Sherman after Sherman with or even a few

4. Tanks can be overrun by infantry if left unprotected by infantry. (Anti Tank Grenades)

+4 votes     reply to comment
GamerKnight
GamerKnight Jan 28 2013, 11:45am replied:

Some interesting ideas in there Ben.

Its funny you should mention Ammo rack explosions, as we do have something in the works. If you can penetrate the thick armour (50cal?) and get the bullet to bounce around inside the tank you could kill the whole crew in one huge inferno blast. A grenade down one of the hatches would also work just as well.

Thank you for the feedback.

+2 votes     reply to comment
S.W.A.T
S.W.A.T Jan 28 2013, 9:00am replied:

Alright ben what are you fishing for now?

+3 votes     reply to comment
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