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A lil somethin somethin: You can find the details for this event on the announcement page here.
11s | Hello and welcome to |
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12s | this, our third and final feature video for By Blood Alone. |
16s | My name is Peter Nicholson, game director on Hearts Iron IV, And today |
19s | we'll be taking a look at some of the last features to be introduced in BBA. |
24s | We'll be beginning with Divisional Command. |
30s | In By Blood Alone will be upgrading the system |
33s | that previously existed to hire new commanders, new generals. |
38s | In By Blood Alone, Every division is going to have its own commander. |
42s | They don't necessarily confer statistical bonuses, but that there is |
48s | a sort of baseline for you to draw |
51s | from as a pool to upgrade to generals. |
54s | They're going to earn experience over time, |
59s | as well as apply history entries for the deeds that they they do. |
63s | For instance, you can capture strategic locations. |
66s | You can capture airfields that could be involved in important combat |
70s | or perform encirclements and stack wipe enemy troops. |
74s | For these things, they will earn something called a history entry. |
77s | So you'll be able to see these in a log in the division's history. |
81s | And for some of these, you will be able to award a medal. |
85s | Medals themselves do confer bonuses. |
88s | So using this system, you'll be able to reward |
92s | the divisions that you're particularly attached to. |
95s | You'll be able to give them some unique features compared to the others, |
99s | and you'll really be able to reinforce that attachment to the divisions |
102s | that you feel have served you well during combat medals will be tracked. |
107s | On the unit, you'll be able to see the medals, history |
109s | and the various history entries that a unit possesses. |
113s | You'll be able |
114s | to stack the effects with diminishing returns. |
117s | And if you promote a commander from a division to being a full general, |
121s | they will take a copy of these for flavor reasons with unit cohesion. |
125s | Is a new battle plan setting that we'll be introducing in the avalanche patch. |
130s | You'll be able to choose |
131s | from one of three settings for cohesion, and this will affect primarily |
135s | how the automated unit assignment system works along that front line. |
140s | If you choose the middle setting, balanced cohesion, you'll find that |
144s | the battle plan and the unit adjustment system will work more or less as before, |
149s | units will relocate themselves along the front line to fill holes. |
153s | You have two slightly stricter settings after that, which will mean that |
157s | the units relocate from a much shorter distance to try and fill gaps. |
161s | And I think beyond that they won't relocate. |
163s | So in short, |
164s | you're going to find a lot less shuffling if you use the setting above balanced. |
169s | There is of course, a rigid cohesion setting and this means that units will |
172s | only relocate themselves from provinces next door to where they currently are. |
177s | This can leave holes, |
178s | so you should consider this an advanced setting in the avalanche patch. |
182s | Battle plans will have dynamically generated names. |
186s | For many of them, They will be drawn from a list of historical operations |
190s | that relate to the states that you're creating the battle plan along. |
195s | You could create a frontline against Poland as Germany, |
199s | and you'd probably find the name drawn from the pool would be Fall Weiss. |
204s | Likewise, if you if you create a front line as Germany |
206s | against the Soviet Union, you might end up with Operation Barbarossa. |
210s | There are many of these, so there'll be a lot of historical options there. |
214s | You'll also be able to rename them yourself. |
216s | With divisional command covered, we're going to take to the skies |
219s | and take a look at the plane designer. |
227s | So the reason why we're adding a plane design is because we already have a ship |
230s | design and a tank designer and people have been asking for it for a long time. |
234s | You can design your tanks, can design your own ships. |
237s | Why would planes be that different? Right. |
239s | You choose a size of airframe depending on what you want to build, |
244s | and then you decide what kind of weapons you put on it, how many engines |
247s | you put on it, how big the engines should be, |
251s | and what other modules you can put on it, like extra fuel tanks, for example. |
256s | So modules are what gives the plane its abilities. |
261s | A module can be a machine gun or a bomb. |
265s | If you have a bomb on the airplane, then it can attack ground targets. |
268s | If you have a machine gun, that can attack air targets. |
271s | And these modules are unlocked through technology. |
275s | Some of them will be unlocked in the air tech tree. |
279s | Air to air radar will be unlocked through radar research, as one might expect. |
285s | And some of the guns can be found in the artillery tree. |
289s | We sat down and we looked at |
292s | how people of the time designed our planes. |
296s | Like what were their considerations that they |
299s | had to take into account? |
301s | We wanted to recreate that. |
303s | From there, you kind of start to think about what kind of |
309s | items were commonly found on planes like machine guns and bombs |
313s | to represent these choices that the historical actors had to make. |
318s | These are sort of the underlying rules that we need to put into the, the plane |
322s | designer from there that you then go, okay, here are other options. |
328s | We want to give the player a lot of choices. |
330s | We want to have a lot of |
333s | different playstyles that they can try out |
335s | and experiment with or alter |
339s | to fit the situation that the country that they're playing in is in. |
342s | The balancing of the plane designer is still very much in development. |
347s | It's something that is still being balanced as we shoot this video. |
351s | The balance is orientated on the current system, |
355s | so there shouldn't be any wild swings and sort of effectiveness. |
359s | So if you have a strategy that worked |
363s | with the current system, it will probably still work |
368s | with the new system and it will probably not be quite as good. |
371s | So one of the design and balance goals for the plane designer was to take a look |
377s | at some of the plane types that people have identified |
382s | as like a little bit overpowered and tone them down a little bit. |
387s | CAS Planes and naval bombers in particular |
390s | will probably not be as strong as they are in the current meta. |
393s | But that's sort of the beauty of the system, |
396s | is that it gives us a lot more screws that we can lose |
400s | and then tighten a little bit to change the balance around. |
404s | So the transport planes in the plane design work exactly |
407s | as they do now because they still use the old system. |
412s | We looked into that early in the design phase and we figured that |
417s | making a fully modular design of all transport. |
420s | Planes. |
422s | Would open up too many cases to many weird exploits. |
428s | And that has repercussions both for multiplayer, but also for things |
432s | that the AI needs to consider and we decided to just not touch that. |
437s | That's it for now. |
438s | But release is just around the corner. |
440s | For those of you who opt to preorder, you can get access |
443s | to the new song Bella Ciao with B.B.A. |
446s | Make sure to follow us on social media to stay up to date. |
449s | And thank you once again. |