In contrast to the fog of war concept used by other strategy games, TrueSight simulates the visibility and shading through buildings and terrain more precisely depending on the capabilities of the respective units. The game engine Essence 3.0 introduced the TrueSight system, which calculates the simulation of the field of view of units. Since the Red Army used a large number of recruits during the war, a certain number of recruits can also be ordered at predefined points in the game. The game also offers the opportunity to complete side missions, which is rewarded with an inverted triangular icon. Through the veteran system, the player can provide his units with additional combat skills and improved combat strength.Ĭrew-operated weapon systems such as anti-tank guns, machine guns, and mortars can be manned by new units once the original crew has been wiped out. Unmanned or abandoned weapon systems can be taken over and repaired. Infantry units can climb over low obstacles such as fences and walls. As with Company of Heroes, positions that provide cover for soldiers and support units are indicated by colored dots. Most combat operations take place by direct fire within sight of the units. All units can be expanded to include specific skills (such as hand grenade throwing ) and equipment (such as armored aprons ). Every controllable unit, whether infantry or vehicle, has a construction cost and a manufacturing time as well as firing ranges. The battles include both controllable units that can be recruited and commanded directly by the player, as well as support actions that can be activated, such as artillery strikes and close air support. The combat system in Company of Heroes 2 has been expanded. As in the first part, the Wehrmacht headquarters can be expanded by three levels to unlock the other four buildings of the Eastern Army: the infantry company, the light mechanized company, the support combat group and the heavy tank corps. The main building of the German Eastern Army is the battle group headquarters. Wounded units can be healed in field hospitals. The main Soviet building is the Regimental Field Headquarters, from which recruits and pioneers are recruited. Set fire to wooden buildings burn to the ground. The damage system for buildings from the first part has been expanded. Entrenched units can be fought with artillery, flamethrowers and hand grenades. The acquisition of resources and the size of the army accelerate with the number of flag points captured.Ĭivilian buildings can be occupied by infantrymen and used as temporary bases. The flag points are not predefined, so that the player holding them can decide for himself whether to generate labor, ammunition, fuel or to set up a field hospital. Instead of infantry units capturing the flags immediately, it is now sufficient for the units to be within a certain radius without any enemy contact. Fuel is used to build vehicles and acquire global improvements. Ammunition is used to upgrade individual units and activate abilities. Manpower is used to request all units, infantry and tank guns only cost manpower. Players will still need to capture flag points scattered around the map in order to obtain ammunition and fuel necessary to recruit new units. The resource system of the first part has been modified. We want players to win by playing smart and taking advantage of the environment. The lead game developer Quinn Duffy described the gameplay as follows: “Wins should be tactical. The game engine is largely identical to the first part.
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