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War Cabinet – new strategy and war game currently in development

CosPetia

Literate
Joined
Jun 10, 2014
Messages
41
Ok, your game should be:
1. turn-based
2. 'normal' difficulty = 'hard' difficulty
3. realistic
4. mod friendly
5. dlc-free

Thank you for your feedback :)
 

CosPetia

Literate
Joined
Jun 10, 2014
Messages
41
War Cabinet Officer’s management interface design is ready. The purpose of this UI is to provide information about your officer’s Combat stats, Special Traits, Experience and Rewards. From here you would be able to sort and manage officers in easy and intuitive way with single click. This way you could choose best commanders for various units and missions for best results.

NUI_Screen01-C2logo1.png


The interface has three main parts: The first one is located on the top. It gives you the information about the commander of the selected unit with his stats, experience, rewards and special abilities. It also shows the name and the rank of the current commanding officer.

The second one, located on the left side of the screen provides information about highlighted officer from the pool. Looking at the stats and skills you can decide what type of units would benefit most of his command. There would be five major types of land units: Infantry, Mechanized, Artillery, Armored and Anti-Air battalions. Same design will be used for Air Force, but it will utilize different categories and special abilities. Clicking on the awards icons with reveal more details what kind of medals he has and how they were earned.

The third one is located on the right side of the screen and shows the officers pool. This is the place where you can oversee overall officer’s availability, skills, decorations and seniority of the commanders.

We believe that War Cabinet interface design is created to be distinctive and user friendly in order to provide flawless game experience.

All your comments and further recommendation on that you are more than welcome.
 
Joined
Dec 28, 2012
Messages
6,657
Location
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I'll need to see actual gameplay before making any observations.

One question so far though: Will each unit type work against a specific other, as in, rock-paper-scissors mechanic? Or will things be more fluid?
 

CosPetia

Literate
Joined
Jun 10, 2014
Messages
41
I'll need to see actual gameplay before making any observations.

One question so far though: Will each unit type work against a specific other, as in, rock-paper-scissors mechanic? Or will things be more fluid?
Each unit has stats which will effects how effective is on attacking/defending against other type of units. There are 3 major type of targets – soft (infantry like), hard (tanks, IFVs) and air. Knowing the strength and weaknesses of the equipment and employing proper tactics will impact results of the battles. One example: Infantry defend against air attack. They have only portable AA weapons, so they will not be able to inflict much if any damage to the aircrafts. However, if there is dedicated SAM battalion nearby this is going to end differently. There won’t be units which are completely helpless against any specific opponent, but specialization, stats, experience, terrain and equipment level are all key factors for battles outcome.
 

CosPetia

Literate
Joined
Jun 10, 2014
Messages
41
Crocodile is coming.. go hide your vehicles

Here it is: The flying beast Mi-24 Hind.
At first look you understand that the nickname “flying tank” is well deserved.

Mi-24Vslogozaforumi.png


Mi-24V_2slogo-za-forumi.png


Mi-24V_3slogozaforumi.png

Despite it is introduced in service since 70s, even today Hind is considered dangerous foe and form the backbone of many countries’ helicopter force.
This is how we see it in the War Cabinet Game. What do you think? Share your thoughts and comments.
 

CosPetia

Literate
Joined
Jun 10, 2014
Messages
41
War Cabinet story continues 23 Days Later…

Part 3: Shadows from the past

There are numerous reports of intensifying firefights in Marutia. Most of the country is the hands of the armed insurgent groups. There is no electricity and serious food shortage in all major cities. Marutia’s government is on the edge of collapse. Two major rebel movements started to fight each other clearly supported by the neighboring countries. In this situation all diplomatic efforts to reduce the escalation of violence have failed.

Read the rest: http://www.warcabinet.net/story/
 

Abelian

Somebody's Alt
Joined
Nov 17, 2013
Messages
2,289
House of Orange, you say? It also sounds like an allusion to Dune's House Atreides (even the bird of prey on the coat of arms).

Kidding aside, I miss playing an RTS set in the late 20th century/early 21st century, like the original C&C or Generals.

How are you planning to implement the resource gathering/economy?
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,427
AK-74transparentza-kachvane-1024x538.png


May I propose this for level 50?
117417d1378209977-what-differences-between-ar-16-ak-tacticoolar15.jpg

It should give +50% to fucking everything(TM)
 

Abelian

Somebody's Alt
Joined
Nov 17, 2013
Messages
2,289
"Strength and honour"? Does the helmet belong to general Maximum Decimus Meridius ;)?
It's a nice looking piece of concept art, but at the end of the day it's a regular camouflage helmet that will be barely visible in a strategy game.
 

CosPetia

Literate
Joined
Jun 10, 2014
Messages
41
House of Orange, you say? It also sounds like an allusion to Dune's House Atreides (even the bird of prey on the coat of arms).

Kidding aside, I miss playing an RTS set in the late 20th century/early 21st century, like the original C&C or Generals.

How are you planning to implement the resource gathering/economy?

War economy will be based on strategic buildings/object, war budget and leaders skills and traits. Several key resources will be generated rather than gathered.

Then you need to decide how to allocate between unit training, warfare building and commanders development. Actions you take, battle results you/enemy achieve and various other events will have impact on the economy.

We believe that in many aspects the complete system will be highly innovative and will provide very nice surprise for the players.
 

CosPetia

Literate
Joined
Jun 10, 2014
Messages
41
New Interface Screen for Faction Selection

This is the Interface screen for Faction selection.
Interface_Screenforumi.png

The Interface screen where to select your playable county. Which one you will choose: the House of Green or the House of Orange.
Share your choice on the selected faction as well as your opinion on the Interface screen.
 

CosPetia

Literate
Joined
Jun 10, 2014
Messages
41
New BTR-60PB

There is new addition of entry level mechanized infantry for the House of Orange.

BTR-60PB rigged and ready to be animated.
BTR-60_1za-forumi.png

Share your thoughts and comments.
 

Derek Larp

Cipher
Joined
Jul 25, 2008
Messages
423
Nice. I like meself some oldskool soviet hardware.

A question: Does the gameplay gravitate more towards something like Company of Heroes or more towards something like Combat Mission: Shock Force?
 

CosPetia

Literate
Joined
Jun 10, 2014
Messages
41
Hi guys,

We are happy to share with you the design of the Strategic Map.This is the place to get the overview of the war theater.
StrategicMaplogoforumi.png

Here you plan and perform movements, deployment, reinforcements and air operations.You also get information and filter display of strategic objects like barracks, factories, supply depots, SAM sites, EWR stations, cities, villages, etc.
Weathear report will guide you about combat operations in different atmospheric conditions.

What do you think about it? Share your comments.

If you want to see a full-size screenshot:http://www.warcabinet.net/gallery/pre-alpha-screenshots/
 

CosPetia

Literate
Joined
Jun 10, 2014
Messages
41
Nice. I like meself some oldskool soviet hardware.

A question: Does the gameplay gravitate more towards something like Company of Heroes or more towards something like Combat Mission: Shock Force?
Game will favor strategy and tactics over click and reflex intensive gameplay of the classic RTS. Pausable system will be used to give players enough time to plan and execute. So the flavor will be more like turn-based, but still the system will eliminate unrealistic the sequential moves.
 

CosPetia

Literate
Joined
Jun 10, 2014
Messages
41
Supply and logistics have been playing important role in every war since ancient times.

As a general rule if you want to win a war there should be couple of things present. One of them is strong supply and logistics. This involves huge volume of manpower, equipment, fuel, food infrastructure consideration and serious planning. Without it even mightiest army is becoming helpless mass of people and equipment.

They all had to be moved usually between great distances from the homeland into the campaigning theaters. The fighting front is where the links in the supply chains end.

In the end it doesn’t matter if it is a real war or just a strategy war game the rules remain the same. That is why we believe that any serious war strategy game should consider including this key element. We will.
Ural_fuel2logoforumi.png

In this regard we would like to share with you one piece of equipment suit for the task. This is the Ural fuel tanker 375D, which can be quickly and accurately allocated to supply the battle front. The Ural-375D is a general purpose 4.5 ton 6x6 truck, produced at the Ural Automotive Plant in the Russian SFSR since 1961. The ZIL-157 was the standard Soviet truck until it was replaced by the Ural-375D, which became the standard Soviet truck in 1979. The Ural-375D was soon replaced by the Ural-4320. The Soviets also found the trucks an ideal platform for the BM-21 Grad rocket launcher. Other modes for the Ural-375D included troop carrier, supply carrier, etc.

So please take a close look at it and tell us what you think.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,427
So please take a close look at it and tell us what you think.
Looking very carefuly, I am guessing there's two tents and a truck in the picture. Can't be sure, cause they're camouflaged.
 

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