Strategic Level Design - Base Building, Squads, Map Mechanics
The strategic level in Flashback will in its core work similarly to Jagged Alliance 2 with added base building.
You have a chessboard like grid on top of the world map, you direct squads of mercenaries freely around on the map and each grid corresponds to an individual level on the tactical side of the game.
The size of the chessboard is going to be determined by budget of the game. This is where we scale up with stretch goals. More pledges means more environment art means more levels in the grid.
You have to move troops around the map on foot, and if we reach stretch goals we also add the good old transportation options of jeeps, trucks, helicopters, boats and planes to make movement faster as well as unlock new parts of the map. We really want to do this part! As an example it would matter to liberate the port city, so that you can grab a boat to a neighbouring small island.
So if you liked the system used in Jagged Alliance 2, then you will love this one as it’s basically the same
A new feature we want to add to the strategic layer is base management. You will start out with a small landing zone and expand your base of operations as you gain access to funds. New additions to your base will add various levels of support options to your squads. From fortifying your base that help against enemy attacks to helicopter pads and recruiting a gunsmith will allow you to repair weapons and research new attachments that increase weapon effectiveness.
But this is not where it ends. In captured villages we would like to rework the militia system from earlier games. Parts of the buildings used in your central base can also be built in villages - e.g. fortify specific buildings, repair shops and medical facilities. But you can’t build an air strip or a hospital, these are things you have to control to reap the benefits. The enemy will actively try to retake lost sectors, so the more you control, the more you have to lose.
So it’s important to defend your central base while spending some resources on expanding your presence on the map. Leaving your base open will allow the enemy to take it, removing the support it gives to your mercenary squads.
This adds much more value to the strategic part of the game and more depth in gameplay.
The exact economy of the game is not finalized at this point in time. But we do want to have an economy where mercenaries have upkeep costs, where you have to have an income source and building buildings cost something. The time to decide the exact mechanics on this will be a bit later. Suggestions and Ideas are more than welcome in the comments and forums!