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Solar Vengeance

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WinWar II 5

Proliferation 2

Ceres, Inc.

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WinWar II Version 5 Idea Blackboard

WinWar II 5 is coming along nicely.  Below are some of the key highlights of the game mechanics.

Supply Centers

A core strategic concept of the game will be "Supply Centers".  Units that have a direct path to a Supply Center fight at peak efficiency (no matter how far away the SC is).  If a Unit is cut off from a Supply Center, they begin to degrade and fight at lower and lower efficiencies.

A Supply Center can be a land-based HQ, or a fleet that contains a Battleship.  For example, the American player can position his fleet adjacent to Algeria to support the African campaign.  This rule will make strategic placement of fleets, and control of the seas, vitally important!

Fleets re-supply only when they are docked in friendly shore zones.  Of course, when docked, naval units are extremely vulnerable if the zone is attacked.  I think that this will create tension in the game.  Players will be forces to dock their navies periodically, but when docked they face the risk of a "Pearl Harbor" style attack!

Air Units

Air units have a range that determines how far they can travel in one move, and how far they can be moved away from a friendly air base.  Any allied land zone is considered an air base, and Carriers can also be used as mobile naval air bases for Fighters.

Subs

Subs will provide a "hidden element" of fleet strength.  Normally, you will see units that are adjacent to zones that you occupy.  However, enemy subs are only visible once they are in the same zone (and by definition in conflict with one of your fleets.)

Building

You will be able to spend your National Treasury in WinWar II 5 on several things:

  • Conventional Forces - You will be able to raise new forces in any zone that contains a Factory.  A zone's Value will determine how many units you can build there within any given period of time.
  • Factories - You can build a Factory in any zone you control, allowing you to then build Forces in that zone.
  • Base - A Base serves as a Supply Source for units.  Your forces need to have a clear path to a Supply Zone in order to regain strength after they move.  You might build a Base in Egypt, for example, to supply your forces for the African campaign.
  • Research Labs - You can build a Research Lab in any zone you control.  Labs allow you to learn new technologies more quickly.
  • Infrastructure - You can spend to directly improve the Infrastructure of a zone, increasing its Value by 1.