Deuce Juice

by on 21st Mar 2013

Yes, there's a number two! Though information is yet pretty scant at the moment it's quite official - Battle Academy 2 is already under development and if all goes according to Slitherine's battle plan this turn we'll be heading eastwards.

Here's a brief word:

Battle Academy 2 is a sequel to the critically-acclaimed Battle Academy series. This time around, the fight will be moving to the Eastern Front of World War 2.

(...)

Part of the process we go through will be deciding how to break out all the various battles and fronts in this part of the war into interesting and consistent campaigns.

Some of the ideas for enhancement and addition currently being considered for the sequel:

Dynamic Terrain
An example would be that cratered terrain created by bombardment or damage would then provide better cover for infantry, or bridges become impassible to vehicles if damaged.

Mission Briefing Before Unit Selection
We hear the cries of relief! Rework the screen flow to better enable players to make decisions about the forces they want to take into a battle.

Air Strike Logic
Add suppression of air strikes when AA is successful, forcing more careful use. Potentially add another result which is 'suppressed' airstrike which causes less damage and is less accurate.

Multiple Bonus Instances
Ability to have more than once instance of a given bonus (e.g. P-47). Requires new UI to make sure you can know which bonus is going to happen where, and how to cancel the correct bonus if need be.

Ambush Logic
Assault bonus when assaulting vehicles from a building. Improved ambush logic where entirely unexpected ambushes on "out of combat' units causes higher morale hit.

Engineer Demolition
Ability for engineers or other units to damage or destroy certain buildings or other terrain features.

Artillery Spotting
Improved damage or accuracy for artillery and other similar attacks when directed by friendly troops, and even more when directed by specialised spotters.

Terrain Effects
More granular terrain abilities which better allow us to accurately model the effects of terrain on different vehicles. for example, T34’s are exceptional on mud and snow while PZIII’s and IV’s struggle. Panthers and Tigers are good at muddy terrain, but their wheels collected packed snow and frequently immobilised them during winter battles. Churchill tanks are slow and ponderous, but are almost unaffected by any terrain.

Tank Riders
Certain infantry units can mount onto some tanks. Needs both UI and logic to make sure it is clear what is happening.

Support Weapon Tweaks
Allow limited movement of support weapons, but no move and fire. Limit some weapons from use in certain terrain (e.g. mortars being fired from inside roofed buildings).

Hill and Hedge Logic
The hill and hedge logic tends to be both hard to understand and somewhat unrealistic. We want to redo it entirely to make it simpler to understand to advantages of higher ground, and to gain the advantages of firing from behind hedges and other fixed terrain features.

(...) There are a lot of new ideas that we are looking at, so let us know which are your favourites, or tell us your own!

To pitch in stop by the new BA 2 Slitherine forums here.

There's not much more sipping through currently, and all that can be seen of the game at present is this trailer showcasing the sequel's enhanced editor, but the plan is to have the game making an east-bound outing this very year.

Screenshots