In Project Wingman the player will be placed against all odds with their Wingman and allies fighting for Air Superiority in a fast paced dogfight situation.
The full game will have:
How you doing eh? Just touching all of our bases.
One of Project Wingman's modes that we wish to include upon release is a Conquest Mode, a Roguelike, strategy-lite game. Simply put: your objective is to take all the territories and to take out the final boss of the stage. The issue with that? The longer you take, the harder it becomes. The longer it takes you to take over territories, and there, the longer you play, the higher the Alert Meter rises. That means reinforcements that will respond during Sorties will become more and more dangerously equipped and trained to take you down.
Our intention for Conquest is for it to be a highly replayable, high-risk, high-reward gamemode which can build you up to be a force of destruction in the sky, or kick you back down to the ground in one fell swoop.
As always, be aware that this is an early, prototype look for the game mode, and that down the line Conquest will play host to our more… well, let’s just say vibrant ideas.
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A Schnee scheme for the F/E-18 (Ahem totally not F/A-18E Super Hornet) in Project Wingman... but something is wrong with the markings...
The Accipiter with Alicorn Squadron (SACS) scheme. Contains custom ORM and replacements for Skin 1 - 4.
Target is in firing range. Schnee 1 to all units - release your missiles!
A black-and-gold Commander Air Group-style paint scheme for Monarch's F/E-18.
Those who survive a long time on the battlefield start to think they're invincible.
If only we could have made it here earlier... Gelb 2, stop that awful bell from ringing.
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