Mk50TWL is Real-time tactics / space 4x with customizable units and weapons, vision and sensor mechanics. Complex rules, large-scale battles. Land, sea and space units are available.

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搶先體驗遊戲

立即開始遊玩,並參與遊戲開發過程。

備註:處於搶先體驗狀態的遊戲尚未開發完成,且內容可能會有所變動。如果目前的開發進度未使您產生興趣, 建議您等待本遊戲開發至下一階段時再決定是否購買。了解更多

開發者的話:

為何採用搶先體驗模式?

「Overall battle balance and designer are mostly complete but major updates for campaign and some new features for other parts are planned.
Working with live feedback is a great opportunity to polish. To improve and make this game better.」

這款遊戲的搶先體驗時間大約會持續多久?

「0-3 years.

It`s hard to give exact estimate because too many variables and external factors to account for.」

正式版預計會與搶先體驗版有何不同?

「Campaign and designer should have more options, mechanics.

There are many possibilities. From implementing high poly vehicle part models to expanding campaign experience and/or to expanding designer and mission to alternate non combat routes or to implement better physics.」

搶先體驗版目前的開發進度如何?

「Pathfinding for land vehicles especially around bodies of water is not yet finished.
Audio is basic. There are explosions and effects but the game is lacking certain audio sounds.
Campaign while working IMO is yet lacking in certain aspects. So it should get some major updates.

Battles mechanics, vehicle designer and overall battle balance should be mostly complete.
Please see "FEATURES" section below for info about implemented features.

Game updates shall not break design or component files. Campaign savegames can be broken during major EA updates and may require a new game. 」

遊戲售價在搶先體驗期間前後會有所變動嗎?

「Price may change. Small changes are likely. No paid DLCs are planned.」

在開發過程中,您打算如何與社群互動?

「Feedback is appreciated.

Bugs shall be fixed and posts in suggestions forum should be read and considered.」
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ABOUT:

Take a control over a faction developing unit roster, engage in missions, manage resources and laws and survive in politically fragmented sci-fi galaxy full of roaming raiders, conquer other factions and develop planets.

Real time tactics -  without base building or units "spawning" during battles.  Single-player, indie.

FEATURES:

Component based vehicle customization

Playable with pre-designed faction units or using custom component based vehicle designer where dragging slider can increase / decrease vehicle size, component size, internal space available.

Unit designer is about selecting a propulsion type (tracks, wheels, rotor, spaceship, building, ...) and then adding components to it that define what the unit is.

Internal components like engines or fuel tanks are not visible and fill up the internal space. They are destroyed when vehicle hitpoints deplete.

External components that cannot be directly covered by armor including fragile radars or wheels or wings. These can be destroyed when physically hit presenting weakspots and making fragmentation and flak ammo useful vs. high armor units.

Weapons and missile customization includes various guidance types and ammo types.

 This gif. is at speed x10:

 

 

Vision based warfare

Seeing enemies before they see you is important.

Using EW or sci-fi cloaking fields. Idling in bushes or trees.

When an unit fires its weapons their VisibleAt% and signature is raised increasing the distance that it can be detected.

Units have dynamic radar and emi-heat signatures governing the detection range of enemy sensors.

 

 

 

Realism inspired battle balancing mixed with "more traditional RTS"

Vision, accuracy, target size, terrain, weather or electronic warfare can be important in addition to damage and hit points. Large vs small units & weapons is a cost-efficiency design choice. Larger units may have larger signatures with larger hitbox. Larger weapons have less damage per second per volume dedicated to weapon as their smaller counterparts while costing more ammo or power to fire. Armor is more likely to block smaller weapons because they tend to be lower damage per shot. Different front/side/rear/top armor values for hull and blocks/turrets.

  

 

Player - NPC behaviours

Units can automatically retreat at low hp or ammo, attempt to scout, seek battle, keep range and/or rotation to target.

 

 

 

Non cheating battle enemy AI

AI has exactly the same vision rules as player during battle. It knows player approximate start position the same way as player knows Possible Enemy Location markers.

 

 

Campaign focused on survival or 4x

 

Turn-based campaign with very fast turns. (1 day or 5 days at once)

There is no win condition.

The single defeat condition is loss of home planet.

A typical campaign is about holding stability on owned planets while building up vehicle roster and engaging in battles via. missions. Money can be used to purchase nearly everything. But for more effective faction a management of minerals, materials, tactical ops. and similar is required.

Technology is divided into 5 tiers where single technology unlocks multiple components. 

Tier 1 is pre missile age, tier 2 is current era and tier 3 is sci-fi with bubble shields.

Campaign can be customized to not feature faction vs. faction wars or raids or to feature only space, ocean or land battles and relevant vehicle designs.

 

 

 

Basic Logistics

No advanced logistics management is needed but it can be feasible.

In most battles, making sure that the design has enough fuel/power to reach

enemies while having ammo for a few minutes is enough.

Most units need power, fuel, ammoM (0-99mm), ammoX (100-199mm), ammoXL (200+ mm). And there is possibility of supply depots.

But as the battle drags on, situations such as artillery running out of ammo or radar planes turning off their active radars because running out of power can happen.

 

 

 

Right click order modifiers

E.g. R click with Q is rotate instead of move. R is reverse. Ctrl is attack move. Alt to lower aircraft flight altitude or submarine surfacing. These combinations can be used together.

 

 

WORTH MENTION:

NOT a voxel vehicle builder game

Designer allows up to around 50 resizeable "blocks" with custom front/side/... armor to be attached but this is not the focus of this game.

These "blocks" are addition to hull of the design.

Pathfinding

Terrain is semi-procedural and its up to the player to determine whether their land units should attempt to climb that hill or not. But beware as flipped vehicles can sometimes get stuck for the rest of battle, auto unflip feature may work for units not in combat. 

Pathfinding around bodies of water is not yet properly implemented.

Simple physics

Not a physics simulator game. Physics are approximated, simple and designed for maximum performance.

Demo

Demo is an older version of game that also ends the campaign after 1.5 year in game time. Please consider playing the demo before purchasing.

Music

Author: Rafael Krux (cinematicwaves)

Music Licence: CC BY 4.0 - free but requires credits for the author. Full credits in game on main menu version click.

No FPV kamikaze drones

Realism setting is mixed with "traditional rts", these drones could easily break balance as imo irl they are counter to vehicles and this game is about vehicles.

AI 生成內容聲明

開發者針對他們的遊戲使用 AI 生成內容方式的說明如下:

Some campaign background images were pre-generated with AI and later edited with Image Editing Program.

成人內容說明

開發者表示產品內容如下:

Robots and vehicles are exploding. Units are using weapons.

系統需求

    最低配備:
    • 需要 64 位元的處理器及作業系統
    • 作業系統 *: Windows® 8 (64-bit)
    • 處理器: 2.5 GHz - 2 Cores (64-bit)
    • 記憶體: 8 GB 記憶體
    • 顯示卡: 2 GB
    • DirectX: 版本:11
    • 儲存空間: 4 GB 可用空間
    • 備註: SSD highly recommended
    建議配備:
    • 需要 64 位元的處理器及作業系統
    • 作業系統: Windows® 10 (64-bit)
    • 處理器: 3.4 GHz - 2 Cores (64-bit)
    • 記憶體: 16 GB 記憶體
    • 顯示卡: 3 GB
    • DirectX: 版本:12
    • 儲存空間: 4 GB 可用空間
    • 備註: SSD highly recommended
* 自 2024 年 1 月 1 日(PT)起,Steam 用戶端僅支援 Windows 10 及更新版本。
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