Since the historical aspects of this game (weapons, vehicles, armor, etc) are partially hypothetical, will there be other technology seen in WWI like flamethrowers, poison gas, grenades, molotovs, barbed wire, trenches, traps, and land mines? Also, would there be some instances where there's a third group fighting both sides, like outlaws or just a third faction? Or possible alliances?
Will all the battles be attack or will you have to defend if say on the world map the enemy at tacks you?
Can you guys please tell me when this game expectedly can be released on Android platform? And, also, did you still considering what it's selling model will be or maybe you already stick with something in mind? I will gladly accept any pay model but F2P will be actually more preferable (for me) since it gives opportunity to test a game properly, without need to waste money on potentially unplayable product. Anyway, I'm really waiting for this and, so far, it looks like it'll be the best game in your portfolio yet!
They usually release a paid version with full access to the content, and a free version where you'll have to spend more time getting an in game currency to unlock all the content. Both make a system where IAPs aren't necessary!
I just wanted to give the alternate view here. I've never come across an iOS game in which I thought there were too many buttons. When it comes to FPS, most people have no problem with using their index fingers to zoom (or in this case shield, or select ammo) while using their thumbs to fire or look. Surely this is the default position of anyone who plays FPS games on an iOS platform without using gyroscope or laying the device flat. OTOH I have come across many iOS games that I consider to have been ruined by too much catering to the uncoordinated. Sadly, War Turtle is the first Foursaken game I have ever deleted, for the simple reason that the primary gameplay experience of firing the standard machine gun at various targets is not engaging enough in the absence of a fire button. Likewise I tend to delete any game with mandatory auto-aim so I am hoping that your snap-to arrows can be disabled. I think the casual player that can't deal with a fire button is a bit of a myth TBH; this type of gamer is not likely to give iOS games a fair shake anyway, still less being a fan of the iOS gamers' gaming company in Foursaken. With respect I would recommend that you market to your base rather than the casuals.
The time period definitely leans more towards 19th century hypothetical, as opposed to early 20th century hypothetical, but those things haven't been ruled out for updates. As for more than 2 sides fighting, I can't remember if thats already in or not... at the least we have considered it, but only from an overworld battle perspective... but I don't know if that will be in the game or not. All individual battles will be played out 1 team vs 1 team though. We always like collecting ideas for potential updates, but we also have to be mindful of the scope of the game - which is already huge! We're still working out some of the battle scenarios and what exactly the win conditions will be. We've flipped back and forth from total annihilation, to capturing strategic points, etc... so no comment on this yet Android launch is usually a 2-4 weeks after iOS launch. No word on the pay model yet. And thanks for the kind words! We're always going to be experimenting with different types of games; we certainly don't expect every FM fan to like every one of our games... - War Tortoise was a good example, which by the way was our second most successful game of all time after Block Fortress... the reality is that if we can reach a wider audience, we'd be foolish not to - in fact, we HAVE to as long as we want to stay in business The mobile marketplace is unique in that it has such a huge range of player types... SuperCell has done a great job IMO for ex taking a traditionally hardcore concept (base building/RTS in clash of clans, and pure RTS in clash royale), and making it playable for more than just the typical hardcore base. This is imo what mobile is all about... something that can cater to a wide spectrum of players without detracting the experience for those on either ends of the spectrum. Obviously its a challenge... and with Noblemen obviously we are not trying to hit the same middle ground as Clash Royale... but there is nothing wrong with trying to improve playability! The more players that can say "this looks cool", download it, and be able to actually play it and have fun with it, the better All of that being said, this game is not like War Tortoise War Tortoise was a casual, static, idle-shooter... this game is a full 3rd person cover based shooter, with lots of strategic elements... With this game we don't want to dumb the game down what-so-ever, but instead give options to be able to play it many different ways; the very core of War Tortoise for example was based on a more casual premise. In Noblemen for example, the targeting arrows don't auto-aim or lock on to an enemy, they just snap the camera in the general direction of enemy squads (its a one time snap to quickly locate enemies; does nothing in regards to targeting). Likewise the "cover seeking" button doesn't diminish player skill at all, its just a one tap movement option that I think even pro players will appreciate in the heat of battle.
Strategic points would be awesome, kinda centralizing the battles and making them intense, like at getttysburg how the battle had a bunch of little battles going on in them
And has the size of the game been worked out? Because if I recall H&C2 was over a gigabyte, and was reduced to 759mb. I'm just wondering how many airships you can fit into one battle without completely crashing the game . Although, knowing you guys, you'd definitely have a population cap on that anyways
As with all of our games, the size is what it will be at the end Not a fan of cutting corners to keep the file size down. But it will be a large game, most likely comparable with HC2. There are army caps... regiments and units each have a category type, and your army make-up can only have a certain amount of each unit type... so for example you'll only be able to have 3 vehicles in a single army.
Any map tile with units on it is considered an "army", so yeah you can have 1 army per overworld map tile, and each army consists of anywhere from 1-9 regiments/units (with some caps by unit type). You can interchange units and regiments between tiles/armies as you need.
And can you potentially have airships/ naval ships attacking in the background from all adjacent land/water tiles? Cause it would make sense that airships can also fly over and attack from water tiles.
Well I'd imagine the overworld map would just be a bunch of random territory with mainlands, peninsulas, and maybe islands, with water in between. Sort of like the maps on the Civilization games.