Eschaton: Chain of Command is a multiplayer combat game that seamlessly combines real time strategy and first person action. This is accomplished through a number of key design points.
Players Substitute for the AI
If there is no AI to control any fighting units in multiplayer games, then there must be enough players to control all of the forces in the game. This is a huge limitation of current multiplayer games. It essentially cripples the capability to have large battles that can run seamlessly even when players are entering and leaving the game at will – which is extremely important. In Eschaton: Chain of Command, players simply substitute for the AI and are free to join in or drop without disrupting the flow of the battle. In addition, the availability of units is controlled by the high level strategy game, not the availability of players.
Command Hierarchy Supports Cohesive Teamwork
As multiplayer action games begin to support more players (such as the recently released Planetside), team goals gain importance. Problems arise however, when you attempt to coordinate large attacks using a first person interface. Real Time Strategy Games have an excellent interface for directing large numbers of units. Eschaton: Chain of Command joins the growing number of multiplayer games such as Natural Selection and Savage that combine RTS commanders with FPS action players. Chain of Command goes further by using a command hierachy to control assignment of units, allowing numerous commanders to share management in a battle. This solves griefing problems, numerous balance issues, and allows effective organization of truly large scale battles.
Space Terrain
It is our belief that the lack of terrain in most space based games is one of the largest problems with games in this setting. The terrain model in Eschaton:Chain of Command is based on the core benefits that terrain provides in successful action and strategy games. Terrain should affect mobility, visibility, and weapon usage. Eschaton: Chain of Command uses thick planetary rings, planetary bodies and space derelicts/ruins to provide unique space terrain.
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