By Reto.Chrestangen, Flash Programmer
There has been quite a development in the Campaign department since Reto.Placebo wrote the latest blog-post about the Campaign: “The campaign map – a work in progress“.
We have ramped up our Campaign-development team with two great additions: Reto.Indusninja and Reto.Vashu and production is progressing fast. If you’ve attended one of our recent play sessions, you have already seen some of Reto.Vashu’s great frontend-work on the chat section.
There are a lot of screens that we are looking forward to sharing with you. And we are getting quite close to some of the first user-tests of the Campaign.
The latest feature I’m working on is Air Assault Teams. The whole concept and design is not final so be aware that it is a bit rough around the edges, and the images are from our developer-server and therefore very work-in-progress. It might take some weeks before this is out on the live-server, but here is a sneak peak into how it works at the moment.
They have a transport range (blue circle) and an attack range (red circle). You can only transport to friendly airfields as shown here.
Air Assault Teams cannot attack and conquer unprotected or neutral cities. They can be used to ‘soften up’ enemy defence before ground forces move in or assist in existing battles. If there is no active battle when it arrives, then it will return to the base it came from. So only ground forces can conquer cities, while air units can support.
You can attack supplies and initiate a special supply missions. (We are working on bombing missions, plane vs. plane missions, etc.)
Well thats it for now.
Looking forward to see how all this will work out when you guys start playing with it.
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Very interesting. Looking forward!