You are the CEO of a private military company. Recruit capable mercenaries, purchase weapons, and develop your mercenaries according to their roles and characteristics. Observe how your mercenaries perform in combat and plan your tactics to ensure mission success.
Hello, boss.
What did you think about the mercenary training system while playing Private Military Manager? The PMM game designer described the decision-making depth of the current training system as "a level of decision-making that can be done with just three lines of Python code." One thing is clear: the current training system does not align with the development direction of PMM. We expect each of our decisions to be impactful and deep when playing PMM.
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Since the prologue was released on September 9th, the PMM development team has been reworking the mercenary training system.
The planning intentions are as follows:
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[*] Reduce the number and frequency of choices while enhancing the depth and fun of each choice.
[*] Provide a sense of achievement through the experience of optimizing growth and stability within various constraints.
[*] Enhance details so that mercenaries feel more human and give a better sense of managing those people.
[*] Allow the choice to be a moral manager leading mercenaries well or an evil manager treating them as expendables.
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As a result, we are testing features that reflect the following elements:
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[*] Divide the day into three segments and decide which training ground each mercenary will spend each segment. You can decide what training and rest to instruct for each segment.
[*] You must find the optimal combination among the possible two-digit combinations for each training ground, considering various factors such as traits and synergy between mercenaries.
[*] Instead of a critical injury occurring immediately, a minor injury occurs as a sign, and responding well to this can prevent a major injury. On the other hand, you can also push them into training with painkillers to pass immediate evaluations or promises.
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Currently, we are in the stage of testing functionality, so UI design is not considered at all, and it is in a simple state where only the game experience can be observed. However, the development team is very satisfied with the current functionality and feels that the game is progressing.
After the rework of the training schedule, there are plans to develop a tech tree feature to advance the company itself and improve events to make each mercenary feel more human and strengthen the player's role as a leader.
Additionally, a demo is scheduled to be released in December, and we will come to you with a free mode with greatly enhanced replayability.
We will also inform you soon about participating in G-STAR.