Ratten Reich is an RTS focusing on realistic combat in a unique, steampunk/dieselpunk world ripped apart by an ongoing war between rats, mice, cockroaches, and lizards.
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We would like to demonstrate shooting from a stationary machine gun in-game and its effectiveness. If you see the lines of an enemy fortification - trenches, pillboxes, bunkers, etc. - then you can be sure to turn the tides of battle by turning advancing soldiers into minced meat with a rain of metal. Therefore, running into frontal attacks without covering equipment and artillery is very unprofitable, if not completely foolish.
There is only one soldier in the machine gun crew, but its effectiveness and ease of replacement training forces the enemy to sit longer in their trenches and shelters. Nobody wants to be the target of this machine gun. The rate of fire makes it possible to cover large masses of the enemy with fire, and the tripod almost completely extinguishes dispersion.
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Machine guns are certainly good, but they are unlikely to stop enemy tanks. For this, in trenches or in specially prepared places on the front line, it’s best to utilize anti-tank guns. Anti-tank guns can effectively hit infantry using high-explosive fragmentation shells. This is a very vulnerable target for enemy artillery, but it’s one of the only effective means of fighting against enemy tanks. Anti-tank guns come in different types: single-shot and multi-shot, both newer and older generations.
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We are trying to make a project with an emphasis on deep development, so we want the player to interact with as much as possible in the world around them. Namely, we want players to be able to pick up weapons on the battlefield - both their own and the enemy’s - and be able to take cover in all logical action locations. Trenches and shelters are designed in a way that takes player convenience into account. By prioritizing the player, one can make the most of the objects in the level: cross the trenches on the bridge, hide from artillery shelling, discover special, deeper trenches, or fire at the enemy in interconnected and smaller trenches.
An ordinary unit in the game is both a simple combat unit and a multifunctional tool for the player. A unit can pick up different types of weapons, heal itself, use a gas mask, occupy shelters, guns, control and transport equipment, can throw gas and fragmentation grenades, call for artillery fire support or airstrike, transport guns, not to mention individual special abilities of different classes.
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With improper use of units, this becomes a combat mass with a very limited life expectancy. With proper management, this is an important combat unit. To run in a crowd towards machine guns or competently move into the depths of the enemy's defenses to attempt saving more personnel - it’s your choice.
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A very important task of the player is to capture and hold points. This brings up important resources for us; resources that allow us to call in reinforcements in the form of infantry, guns or equipment, as well as the use of auxiliary abilities.
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For competent management of your troops, you will be shown unit cards with important information about the characteristics of units. Examples of characteristics include: health level, ammunition, class, equipment and gun cards, and the display of the number of crew and types of shells. Additionally, the cards have built-in functionality for quickly changing weapons and are interactive, like the minimap.
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