Disclaimer: This is a work in progress game feature which is subject to change upon mod publication.
Whilst AGSA has 3 factions, in game a commander can choose to adopt a particular style of gameplay which unlocks mutually exclusive units and abilities during the course of battle.
Once you start a battle your defense tab will have 2 mutually exclusive combat branches to choose from. Selecting a combat branch will then unlock your normal base construction options.
Choosing a combat branch unlocks new units, structures and support powers that are exclusive to that branch. These follow the theme of a faction and will replace certain units for that faction.
Demonstration videos for this feature are shown in the videos below. Disclaimer: The construction yard and sidebar are placeholders and subject to change.
Combat Branch Demonstration - Part 1 - Mod DB
Combat Branch Demonstration - Part 2 - Mod DB
Example combat branches for the ESDF are currently:
C.A.S (Close Air Support)
Unlock advanced aircraft and missile technology
- Raptor replaces Typhoon
- Apache replaces Valkyrie
- Guardian replaces Defender
- Vulcan replaces Neuron
- Airforce Command HQ
- Reaper Control Center
- Airborne support power
- Archangel support power
- Missile strike support power
A.R.P (Advanced Research Project)
Unlocks prototype weapons and warp technology
- Titan replaces Archer
- Highlander replaces Jaguar
- Heuschrecke replaces Hetzer
- Looper replaces Hoplite
- Proton Cannon
- SDI Station
- MULE support power
- Laser strike support power
These combat branches aim to introduce new strategies and variety in gameplay.
Trivia
- The combat branch idea was inspired by:
- Hearts of Iron combat doctrines
- Company of Heroes 2 commanders
- C&C Generals general powers
- RA3 top secret protocols
- Upgrade mechanics in various video games
- Combat branches were originally called combat doctrines but the former is more recognisable as a game concept.
- During development there was multiple combat branches which were unlocked further down the tech tree. This was confusing from a UX perspective, with some being redundant or ignored during gameplay. As a result the combat branches was consolidated. This might be rereviewed in the future.
- With the benefits of the Phobos engine extension DLL, the branch system of SA no longer requires the player to place an structure on the battlefield which was a confusing experience.
Complex system,good job- -