The Heroes & Generals game experience consists of three major game modes.
The Action game is a modern multiplayer First Person Shooter game with multiple game modes, such as assaulting/defending an important strategic area, penetrating behind enemy lines to destroy supplies, gather intelligence or destroy enemy air defenses. Players progress, request for reinforcements/air strikes/etc. are fed up through the chain of command to the players playing the strategy game.
The Strategy game lets players enjoy the strategic side of waging war, devise grand plans and manage support, reinforcements and logistics. Set up defenses and plan attacks and support the boys on the ground as they fight their way through the enemy lines.
Handheld and casual games add yet another layer to the fray. From a smartphone or on your favourite social network you can provide valuable support to the war effort. Help decode enemy intelligence, execute bombing raids and more to support both players playing the action game and the general staff planning the grand strategies.
Whether you are sitting in front of a high-end gaming pc or standing on the bus you can enjoy the game and have fun while doing your part for the war effort.
Create a character and take him from green recruit to what YOU want him to be; The war’s greatest Rifleman, Sniper, Tank Commander, Fighter Pilot, Defensive genius, Intelligence Officer, Anti-Aircraft gunner etc.
As players progress in the game they will be able to alter the look of their character(s).
The end goal is to make Heroes & Generals a subscription-based game with the basic elements being free-to-play. Reto-Moto does not believe in micro-transactions and pay-for-equipment models as they seem to corrupt gameplay by turning focus on adding items for the users to buy.
- The main game, ‘The War’ is running on a central server.
- The warserver keeps track of resources and which forces occupy which areas of the theatre of war (which to start with is northern europe).
- The players can interact with the server in various ways to influence the outcome of the war.
- The basic gameplay is the action game. In it’s form a pretty much standard multiplayer fare, with a team-based domination as the core gamemode (Assault/Defense). The result of a battle is fed into the warserver and thereby influencing the war on a higher level.
- Players who play the game in a more tactical way will rise in the ranks to become a commander.
- Commanders will have the power to use the resources on the warserver to influence battles being fought by lower ranking players. Because of the nature of the game (a central running warserver), orders can basically be sent from any device connected to the internet. Our first implementation is via a tactical-overview in a web-browser (right now it’s flash but would probably be turned into running in 3d at some point) and via a smartphone (Android at the moment but nothing is in the way for making it for iPhone/Win7Mobile).
- The mobile apps enable the commander to send orders to ongoing battles from anywhere. If a team on the ground need air-support, the commander is able to send attack planes (this will initiate an air-raid for players with pilot-characters to join the battle) or order an artillery attack.
- Casual games will play a role as well. These are available to all players. The results of the casual games will also feed into the warserver but on a lower level than the commander. Ideas for casual games could be re-a field-hospital, where you are nursing wounded soldiers (getting wounded soldiers back to battle faster) or a tank/plane-factory (speeding up time of war-production).
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