Tactical Control: the 7-minute wargame. Simplified strategy with minimalist graphics and quick, intense games. Play short matches against random opponents. Fight tense battles of stealth, anticipation and surprise. Win with strategy, deception and cleverness, not with reflexes and clicking speed.
Greetings Commanders
The biggest change in this patch are updates for the game's movement and visibility mechanics. Also, several units have had small-ish stat updates. The "SEARCHING" menu page is also improved. Details follow.
New movement mechanic: suppression. Units under attack move at 50% speed. This is meant to increase the defensive potential of static units, like H and I. An attacker must think twice before going into an enemy's field of fire, because he might not escape before taking significant casualties.
C are immune to suppression, so they move at their full move speed even under enemy fire. This is in line with their intended role as melee chargers.
New visibility mechanic: while moving, visibility increases by 10%. This will make static units slightly better hidden than moving ones, possibly increasing the utility of R and I. The effect of this change is not certain, and it might be rolled back if it produces undesired effects.
Visibility, now, is also "sticky": once detected, a unit will stay detected in a slightly larger radius. This should reduce unit "flickering", where moving rapidly in/out of detection range causes the unit to appear/disappear rapidly.
R buff: speed increased from 144 to 165; visibility reduced by 25%. The R is weak and fragile, and this is a good thing! However, it should feel very sneaky and agile too, and this should bring it closer to its intended personality.
A buff: increased speed from 32 to 50. While A are meant to be slow and ponderous, this might have been somewhat exaggerated. A aren't immune to suppression, so they'll be plenty ponderous when under fire. Which they should be!
Finally, the "Searching.." interface now includes a list of available units in the currently selected game type. Commanders now have no reason not be familiar with the strengths and weaknesses of their enemies!
Looking forward to your thoughts and feedback
The dev