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Conquer the world on your schedule! Claim a country and fight by land, sea, and air in this long-term, multiplayer browser strategy game.

Development Roadmap

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#1
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Much is already written to some degree, but I'm still tweaking and testing. But, in the order I'll be releasing features:

- Naval Forces (sea base, transports, warships)

- Bridges

- Fog of War

- Intel / Recon (spies and spy planes)

- Refineries

- Treaties (and possibly alliances)

- Unit Expansion (helicopters, bombs, rebels, aircraft carriers, missile frigates)

- Replay / Report Enhancement

And finally, I'm thinking that I may add a single player mode, where players can create a map with AI players (choosing difficulty modes for each country). In single player mode, players would be able to click to process their moves whenever they'd like, which would then process their moves and the AI all at once.

#2
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There were other features I thought about, but wasn't sure yet if I wanted to add to the game. So, I figured I'd mention them here and see what players thought!

- Research tab. You'd get to apply a research credit to one category at a time, and you couldn't build in that category until you research certain research levels. For example, you'd need to apply your credit to "Air" to get an air base, then jets, then missiles, etc. Pacing would need to be settled on, but maybe a week to achieve a level up.

- Mines. Lay mines that you can see, but that ANY unit would be damaged by crossing over (including your own).

- Paratroopers. Drop infantry within a range. (Would only be feasible if Research was also added, so people weren't paratrooping all over the map from the start!)

- Submarines. Only visible to you, like spy units, but would be detectable by other subs, maybe radar, etc.

- Unit strength change. Replace unit Strength with Health and Skill. All units are full health and skill 1. As they win battles, their skill increases. Can heal at land bases to restore health.

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#3
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I think all of this sounds amazing.  Happy to test and will let you know if we have any feedback/suggestions. :)
#4
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Is there a place you will post changes as they happen in the alpha?  It seems fog of war suddenly happened?

#5
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I had posted about Fog of War in the GT:SS Dev thread.

But, I'll make a note to post in this thread as features are enabled! (I've also been trying to post to the GT Facebook page when I can for promotional purposes.)

And, on that note, Intel and Recon is now enabled!

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#6
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I'm rolling out the rest of the changes on the initial roadmap tonight!

After the cycle, all of these will be active in the game:

- Refineries
- Treaties
- Unit Expansion (helicopters, warheads, rebels, aircraft carriers, missile frigates)
- Replay

Helicopters are used to transport a land unit rapidly. (This will be especially helpful with the future switch to Strength/Skill, where units gain skill and can heal at land bases.)

I replaced Nuclear Bomb with Warhead. More focused than the old game, but a much stronger punch than a standard missile. And, of course, radiation.

Rebels appear each cycle in countries that are getting overrun. (They start once the country falls below 50% of its peak size.)

#7
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After tonight's cycle, the following will be active:

- Research Tab (all countries are full level in Alpha, so this will apply to future worlds)
- Mines (land/sea mine layers plant them, detect them, and can disarm them)
- Paratroopers (can build one at a time in an air base, then drop them in a cycle)
- Submarines (detected by other subs, spy planes, engagement with other sea units)

At some point in the next few days, I'll also be switching the game over to the new Health/Skill system for all units. No more "strength" levels. Units cost a set price and start at 100% health and skill level 1. They increase up to skill 9 with each battle they win. (Skill 9 gives them 3x the effectiveness of a skill 1 unit.) Units can repair up to 50% per cycle by sitting on a sector with their base (or adjacent to, in the case of sea units).

#8
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I also added a little "bug" icon to the bottom-right corner. If you run into an issue, click that, pick a sector (if applicable), and describe the bug in as much detail as possible. That'll help me track and resolve!

#9
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Johnny
I also added a little "bug" icon to the bottom-right corner. If you run into an issue, click that, pick a sector (if applicable), and describe the bug in as much detail as possible. That'll help me track and resolve!

I include wanted to screenshots of what I’m seeing with bug 3, hope this helps.

#10
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Ah, thanks for the reminder, R005T3R_D! I was periodically checking mobile during dev, but haven't in a while. I'll try to catch up on making sure everything works on smaller devices!

#11
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Johnny
Ah, thanks for the reminder, R005T3R_D! I was periodically checking mobile during dev, but haven't in a while. I'll try to catch up on making sure everything works on smaller devices!

Thank you I didn’t know what I was missing lol. Luckily I noticed as you added more things seemed to disappear. So did I place the refinery wrong? Is there an area that is better?

#12
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R005T3R_D
Thank you I didn’t know what I was missing lol. Luckily I noticed as you added more things seemed to disappear. So did I place the refinery wrong? Is there an area that is better?

You can use the map toggle button now to see the controls, then go to Economy view (coins). Anything in your heartland won't generate income because heartland income is automatic. You'll want to add refineries in the "Unprocessed" areas. (You can tap a sector now to see how much coverage a refinery would get.)

I refunded you the cost of a refinery! You'll want to sell the one that isn't producing income ASAP, which  will stop upkeep costs (and the sale should make up for the past upkeep costs). Luckily this is all Alpha, so this is the right time to figure out what's breaking!

#13
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R005T3R_D
I include wanted to screenshots of what I’m seeing with bug 3, hope this helps.
R005T3R_D  appreciate the free recon! :)
#14
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Kadath
R005T3R_D  appreciate the free recon! :)

lol guess I should have thought about this. 

#15
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Pushing out the big Strength to Health/Skill change!

It will also include a few bug fixes. Notably, the Sell button on structures is now working, and helicopters will now properly only work on land units.

#16
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A few bugs fixed:

- The conversion to health/skill accidentally condensed air unit counts. They should be restored now.
- Sea units are no longer allowed to set an attack on a border land sector.
- Boarding a transport will now properly capture sectors on the way to the transport.

#17
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Hey is there anyway to tell where a refinery is I have two that aren’t making more than they cost… but all I have is the number from the dashboard and capitalist urges

#18
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R005T3R_D
Hey is there anyway to tell where a refinery is I have two that aren’t making more than they cost… but all I have is the number from the dashboard and capitalist urges

R005T3R_D In the "Economy" overlay, refinery sectors are drawn in blue, like the attached. It's possible you're in an area with low sector wealth, or it's in an area where there aren't many land sectors in its range.

#19
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Johnny
R005T3R_D In the "Economy" overlay, refinery sectors are drawn in blue, like the attached. It's possible you're in an area with low sector wealth, or it's in an area where there aren't many land sectors in its range.

So I realized that, but on mobile it was hard to tell, I logged into a pc today and it has a pop up window when you select a sector that puts a numerical value on resources in the sector and other sector info. I don’t have any thing like that on mobile. While on pc I found and marked to sell 2 underperforming refineries. But sadly I can’t find the last one I’m losing money on.