Submitted by Erik on
Salute soldiers!
Before I tell you about some exciting new changes with regard to the chain of command, I'd like to give a little insight in our content strategy for this blog. Eventhough the entire game concept will be finished within a month or two, we will not immediately be posting about new/changed features whenever they are decided on. There are only so many features to talk about, and a very long time (approximately a year until the golden release is planned) to talk about them. So we have decided to somewhat spread the information. This does not change anything about the fact that we love to hear your input! Changes to the game concept can and will be made during the development proces.
The ones present at the kick-off meeting can be considered 'special', as they will be hearing most of the game concept content in one go. This is because the main goal of the kick-off is to discuss the game concept.
A unique feature
The chain of command has always been and still is quite a unique feature which really adds another dimension to our beloved game. Among other things, it has a massive impact on how both LOS and weapons are distributed. In line with what I mentioned in the paragraph above, we will post about these features and how the chain of command impacts them at a later stage ;)
Strategic view
The chain of command will be visible and adaptable in the 'strategic view'. The strategic view is also the place where the team commander and subordinates who'm he allows can create and modify the battle plan. Our post about the strategic view and the battle plan can be found here. In short, this is where the team commanders can set up all of the instruments available to them before the battle starts. As well as adapt them while the battle is underway.
Structure
In the old call of combat, the chain was nothing more than a vertical line of direct subordinates. The new chain of command will be structured like a tree. We feel that a tree-structure is a far better reflection of how a chain of command is structured in reality. Also, it enables the in-game commander to group soldiers based on the battle plan which is made. This way, a player who is not the team commander, could for example be the direct commander of two subordinates. We hope that this will result in a stronger sense of responsibility. And subsequently more interaction between players and (thus) more teamwork. We are currently investigating even more possiblities to enhance the amount of teamwork within the game.
Other important details
The chain is, just like it was in the old call, rank-dependent. In less serious game-modes such as the old open games the chain will be set-up automatically. In the more serious game-modes such as the old AG games the chain must be set up by the team commander. And last but not least: whenever a soldier in the chain dies he will be automatically replaced by the highest rank underneath him in the chain. This way the team commander doesn't have to (but still can if he wants to) manage the chain while the battle is underway.
Looking forward to hearing your thoughts!