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http://heroesandgenerals.com
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ink http://www.heroesandgenerals.com/com...f-hg#more-2232
By Reto.KenSolo
One of the things that sets Heroes & Generals apart from other multiplayer first person shooters is that we have a major campaign behind the FPS-missions. Normally there is no other purpose to a team-based multiplayer FPS experience than the fun in beating the other team – yes, there are of course clan-fights and ladders which gives more purpose, but we wanted to take it a bit further, so we came up with the idea of making a game which works on several layers. But how does it all play out? Let me try to explain…
The War
First of all each player must choose side in the war – Axis or Allies – and then fight for that side throughout the war. There won’t be any options of switching side before a war is ended. A war is ended when one of the sides has reached the victory conditions, which could be for instance to capture the other sides capital or plain and simply to wipe out the enemy’s army.
The Campaign
The Campaign is a strategy game, well actually it’s more of a resource-management game where you move troops and other army-resources around the campaign map. When the war starts, the teams resources are placed around its capital cities and all the cities in between are neutral.
The players then move their resources around the campaign map in order to conquer cities, airfields, factories and other important strategic points towards reaching the victory conditions.
Command Structure
In order to handle the resources of each side a command structure is needed. The elements of the command structure are: Supreme Command, Strategic Command and Assault Teams.
Assault Teams are the most basic part of the command structure. They’re kind of like clans or small army units, where one player is the leader and the rest are “private” members of that particular team. Assault Teams can move around the campaign map and make attacks. Army Resources (like men and tanks) are assigned directly to the assault team and used in combat. The Assault Teams have a limit to it’s size depending on it’s type. Assault Teams can be specialized which will allow members to spawn using weapons and vehicles from their respective specializations (Infantry, Armored, Recon, Anti-Tank Infantry, etc).
Strategic Command is an organizational unit. It is used to handle everything in between the Supreme Command and the Assault Teams. It’s a management layer of players who makes the overall strategic decisions, handles the logistics of getting men and tanks to the frontlines, setting up defenses in areas under threat and manages war factories. Each Assault Team can choose it’s own Strategic Commander.
Supreme Command is the top-node of each side and where all the resources are located. It is not controlled by a single player like the Strategic Commands but rather by the highest commanding players (via their Strategic Commands). Everything comes from here (captured factories are assigned to Supreme Command, which then re-assigns control to sub-commands) and everything falls back to this command. The Supreme Commander can also move the team’s capital if needed
Battle
When two Assault Teams encounter each other a battle is spawned and players from each side can now join and play out the battle on the battlefield in FPS-mode. Should no-one be interested in playing out the battle in FPS, then the war-server will start to “roll dice” to handle the outcome. A battle can have all kinds of mission types depending on what kind of battleground the Assault Team meets, etc.
I hope this clears up the concept a bit. I’ve actually only scratched the surface of the Campaign part of the game – not that it’s much more complicated than this, but there are many different types of resources, battlefields, Assault Team specializations, other Victory Conditions, etc. Don’t worry, this will all be covered in future posts, as well as on our wiki, when it’s ready.


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