Invasion Machine

Invasion Machine

Pacing
As many others on this forum have stated, the game is very fast and very difficult to micromanage. While this could be considered a good intentional game design choice, it is a little problematic in a game which is attempting to display realism.

Rather than spontaneous, short timer missions one has to complete under the entire combined arms of every insurgent group in the middle east, maybe a day/night system could be enacted with a daily mission and maybe weekly/monthly mission load could happen.

Or a selection of missions from a board which rewards the player with command points at a pace which they can keep up with, though leaving the board unmarked will drain their perception. This would allow the player to stall a little bit while they break through the first stretch of ambushes and later break out into accepting more missions after the initial gut punch is over with.

But idk, aint my game and its all subjective :L
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Showing 1-1 of 1 comments
I totally agree because there is just way to much for the player to do, a massive amount to watch and manage, many things should be automated but instead the player has to be the CO, XO and also many individual squad leaders at all times. Even medics cannot be automated to heal and transport on their own. Its just to tedious for me to manage all of this.
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