Real Time Strategy
A prominent feature of the game is the MMO real time strategy feature. Players choose a faction and engage in combat with players from opposing sides in roughly 40 battlefields spanning North America, Russia, and Europe, contributing to their side's overall success and changing the front lines on the global map. In a game ractor interview, it was revealed that players will have a personal character, and each day the front lines of the overall war will be reset based on smaller battles that have taken place. A briefing before each match will inform the player of his or her previous actions and the current global situation, as well as the possible effects of the battle that they are about to fight. There can be hundreds of battles that last an indefinite amount of time in a single territory, with the victor being the side that was the most effective; there are plans to include game play recordings of the best players' battles. There will be multiple ways to initiate new combat on a continent that's already been captured by the enemy, some examples that were given were a "D-day" ****invasion of France, amphibious landings in southern or northern Europe, and a mass invasion of Siberia through Alaska. there will be several different types of gameplay like Attrition, Siege, and Sabotage. If one faction completely defeats the others, the developers can create a new scenario based on the previous outcome and start the war over again. Also, according to Erik Brudvig, "Ubisoft didn't rule out a little 'interference' on their part if one faction was getting a little overambitious."
De Plater hinted at the game being "streamlined" with regards to units, resource management, etc. He stated that "every time [they] cut features out, it just made the game better." For example, only 12 groups are allowed under control at once, creating a "Madden at war" ****of battle. Also, the resource system will be stripped down compared to other RTS games. Each unit costs the same amount of resources, which are gained by capturing strategic points on the battlefield. There will also be "no magic" in EndWar, meaning all new units must be transported onto the battlefield by a transport vehicle.
Voice
The game will feature optional voice commands so that the player may use a headset to give orders to his troops, although the troops will only react to valid and game-related orders in certain languages, but are able to understand many accents of those languages. Hearing enemy soldiers communicate gives the player a strategic advantage to counter their attack with one of his own.
anyone thinking of buying it
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