5. Systems Concept

This section is currently a draft, and is subject to change.

DGA is a complex system consisting of multiple components organised into various tiers and layers, which are distributed across numerous nodes and machines. Nevertheless, the game features laying atop of all software components and computing infrastructure are of definitive value.

Whereas the previous sections describe the high-level plan for the Game, this chapter and the following ones detail the more specific gaming aspects of the DGA Game. Some of these aspects are already implemented in code, although others serve as conceptual forecasts of certain degree of accuracy.

5.1. Fictional Players

For describing DGA's gaming aspects the following fictional players are used. Personal characteristics of these players are based on Richard Bartle’s taxonomy of player types (DVWS, p. 227), and they are named after the famous commentators of Sun Tzu’s The Art of War. (TAOWC, pp. 37-41)

Name Pronunciation Bartle’s Type Bartle’s Subtype Personality Named After

Xi

Shi

Achievers

Planner

They set a goal and aim to achieve it.

Wang Xi (Sung Dynasty, early 11th century CE), a scholar, author, one of the Confucian classics of ancient illustrative history.

Hao

Haw

Achievers

Opportunist

They look around for things to do, but they don’t know what these are until they find them.

Chen Hao (Sung Dynasty, early 12th century CE), an officer of the state known for his extraordinary personal independence and his great aspirations.

Duyou

Dooyou

Explorers

Scientist

They are methodical in their acquisition of knowledge.

Du You (Tang Dynasty, 735–812 CE), an official military advisor, war councillor, and military inspector.

Dumu

Doomoo

Explorers

Hacker

They have an intuitive understanding of the virtual world, with no need to test their ideas.

Du Mu (Tang Dynasty, 803–852 CE), the grandson of Du You, known as a 'knight of unflinching honesty and extraordinary honor', he earned an advanced academic degree and served in several positions at the court, an outstanding poet.

Lin

Lin

Socialisers

Networker

They assess other player’s capabilities.

Jia Lin (Tang Dynasty 618–906 CE), a commentator, cultural and political influencer.

Quan

Tchuan

Socialisers

Friend

They enjoy their company.

Li Quan (Tang Dynasty 618–906 CE), a commentator known for his military strategy, and a devotee of Taoism and martial arts.

Yaochen

Yaochen

Killers

Politician

Their aim is to get a big, good reputation.

Mei Yaochen (Sung Dynasty, 1002–1060), a distinguished statesman, compiler, editor, and writer.

Cao

Tsao

Killers

Griefer

Their vague aim is to get a big, bad reputation.

Cao Cao (Han Dynasty, 155–200 CE), a statesman, warlord, and poet.

5.2. Core Loops

DGA provides players with the following gaming core loops, which in whole form the Game’s interactivity.

5.2.1. Game Client Loop (GCL)

The game client loop (GCL) defines what the player commonly does when operating in DGA's client application (the Client).

The loop is described by a scenario with details as follows:

  1. Player Hao starts the Client on his personal computer (PC).

  2. While being started, the Client displays a loading screen with a progress bar to the Player.

  3. After finishing its load, the Client displays the Main Menu to the Player as in the Main-Menu Loop.

  4. The Client continuously monitors the Player’s actions for conformance to the Game’s anti-cheating policies as in the Anti-Cheating Loop.

  5. For exiting the Client, the Player can use all the means provided by the operating system as well as the Client’s menus.

5.2.2. Main-Menu Loop (MML)

The main-menu loop (MML) defines what the player commonly does when operating in the Main Menu of DGA's client application.

The loop is described by a scenario with details as follows:

  1. In the Main Menu, Hao can choose a desired Game User Mode to play, which can be either single-player or multi-player.

  2. Hao can choose the Single-Player User Mode by clicking the button 'Singleplayer'.

  3. Hao can choose the Multi-Player User Mode by clicking the button 'Multiplayer'.

  4. In the Main Menu, Hao can set the Client’s options by clicking the button 'Options' and opening the Options Menu where the Client’s parameters can be tuned up.

  5. In the Main Menu, Hao can quit the Client and Game by clicking the button 'Quit Game'.

5.2.3. Single-Player Loop (SPL)

The single-player loop (SPL) defines what the player commonly does when operating in the single-player user mode (SPUM).

The loop is described by a scenario with details as follows:

  1. In this mode, battles are played locally, i.e. on the Player’s PC only, without using network connections, and against mobs only, thereby an authentication with a username and password for the Player isn’t required.

  2. The Singleplayer Menu is displayed, where the Player can set parameters for the single-player battles.

  3. Hao passes to the Garage-Battle Loop.

  4. Hao can leave the single-player mode by clicking the button 'Back' and returning to the Main Menu.

5.2.4. Multi-Player Loop (MPL)

The multi-player loop (MPL) defines what the player commonly does when operating in the multi-player user mode (MPUM).

The loop is described by a scenario with details as follows:

  1. In this mode, battles are played on a game world server, which (1) must be deployed and accessible to the Player over a network, and (2) authenticates and authorises the Player by username and password, as well as other types of authentication.

  2. The massive multi-player user mode (MMPUM) requires no special action from the Player; it differs from the ordinary multi-player user mode (MPUM) in settings made on the game server.

  3. The Multiplayer Menu is displayed, where the Player can choose a game world server to join it with other players, whether online or nearby. The menu appears with a list of known servers which the Player may connect to.

  4. If the required server isn’t on the list, then the Player clicks the button 'Add Server', which takes the Player to a new menu where he can add a game server by entering the server name, server network address, user name and password. The Player clicks the button 'Done' to save the changes and add the server to the list.

  5. Hao chooses the desired server by clicking its name on the list and automatically enters it.

  6. Hao passes to the Garage-Battle Loop on the game server.

  7. Hao can leave the multi-player mode by clicking the button 'Back' and returning to the Main Menu.

  8. In the multi-player user mode, all the Player’s actions are continuously and thoroughly examined for conformance to the Game’s anti-cheating policies as in the Anti-Cheating Loop.

5.2.5. Garage-Battle Loop (GRGBTL)

The garage-battle loop (GRGBTL) is the core game loop of the DGA Game.

The loop is described by a scenario with details as follows:

  1. The Garage-Battle Loop consists of two interrelated loops through which players play the Game: garage loop (GRGL) and battle loop (BTL).

  2. The Garage Loop is presented through the Garage View by which players operate weapon units and their crews, their progression, customisation, budgeting, etc.

  3. The Battle Loop is presented through the Battle View by which players go into battle with weapon units and crews set up in the Garage Loop.

  4. The Garage Loop and Battle Loop are mutually interconnected: the Player enters the Battle View, which represents a battle session, from the Garage View, which represents a place where the selected weapon unit is repaired, prepared, and customised for the next battle. Correspondingly, after having finished the battle, the Player returns from the Battle View to the Garage View to prepare the weapon unit for the next battle.

  5. From the Garage-Battle Loop the Player exits to the Main Menu.

5.2.6. Garage Loop (GRGL)

The garage loop (GRGL) defines what the player commonly does when operating in the Garage View.

The loop is described by a scenario with details as follows:

  1. In the Garage View, Player Hao performs all the gaming activities except battling: operating weapon units and crews, training, upgrading, customising, budgeting, teaming, chatting, learning, etc.

  2. The Player can use the Garage View to learn information about weapons, their models, units, characteristics, modifications, history, etc.

  3. When Hao enters the Garage for the first time, he is invited to create his first weapon unit as in the Technology-Tree Loop; later the Player uses this loop to add weapon units to his Garage.

  4. Hao chooses a weapon unit as in the Weapon Unit Selection Loop.

  5. The selected weapon unit is displayed on the screen.

  6. If the weapon unit is newly created and never participated in battles then only basic customisations can be applied to as in a factory — changes in camouflage, ammunition, crew, etc. The Player has to participate in battles with the weapon unit to enhance its capabilities.

  7. Hao can equip the newly created weapon unit with either a new crew or an unengaged crew as in the Crew Selection Loop.

  8. Hao selects the battle mode 'Struggle' as in the Battle Mode Selection Loop.

  9. Hao selects the battle type 'Call-To Battle' as in the Battle Type Selection Loop.

  10. Hao clicks the button 'Charge!' to go into battle as in the Battle Loop.

  11. After having returned from the battle, Hao can spend the gained experience points to upgrade the weapon unit as in the Weapon Unit Upgrade Loop.

  12. After having returned from the battle, Hao can spend the gained experience points to customise the weapon unit as in the Weapon Unit Customisation Loop.

  13. After having returned from the battle, Hao can spend the gained cash to supply the weapon unit with additional consumable resources as in the Cash Budgeting Loop.

  14. Hao can change the weapon unit’s crew for another one or make changes in the crew as in the Crew Selection Loop.

  15. Hao can improve qualifications of the weapon unit’s crew and its crew-members with trainings as in the Crew Training Loop.

  16. Hao can define custom sets of qualifications for the weapon unit’s crew and its crew-members as in the Crew Customisation Loop.

  17. Hao can communicate with other players within the Game as in the Team Communication Loop.

  18. Hao can participate as well as organise and lead teams and other joint forces within the Game as in the Teaming Loop.

  19. Hao can leave the Garage at any moment by calling the Pause Menu as in the Pause-Menu Loop, and then by clicking the button 'Back' he returns either to the Singleplayer Menu or Multiplayer Menu correspondingly.

5.2.7. Battle Loop (BTL)

The battle loop (BTL) defines what the player commonly does when operating in the Battle View.

The loop is described by a scenario with details as follows:

  1. In the Battle View, Player Hao performs only one gaming activity — battling, i.e. the player is turning into a military commander going into a battle with a historical weapon unit on a historic map of choice.

  2. The battle is limited on time and amount of players distributed across at least two opposing game teams.

  3. The battlefield for the battle is chosen automatically by the game server, however the player can parameterise this choice by the user’s preferences and game modes.

  4. Hao waits while the game teams are composed and the battle is starting.

  5. During the battle, the Player manages the weapon unit’s position, movement, and firing from all the available weapons at the hostile weapon units. The goal is to put out of action all the units of the opposite team or to accomplish some victorious condition (capture the flag, maintain a position against enemies, make the opposite team surrender, etc.).

  6. During the battle, Hao selects an active weapon as in the Weapon Selection Loop.

  7. During the battle, Hao selects an active ammunition for the selected active weapon as in the Ammunition Selection Loop.

  8. During the battle, Hao selects the battle aiming mode as in the Battle Aiming Mode Selection Loop.

  9. The Player gains combat experience and financial rewards for his combat performance, victorious achievements, and battle contributions showed in the battle.

  10. During the battle, Hao coordinates his proper actions with teammates' actions as in the Team Coordination Loop.

  11. After having finished the battle, Hao gains experience points and cash paid on his combat performance, relative contribution to the team’s result, and so on, displayed in the Battle Score Menu.

  12. After having examined the battle’s results, Hao closes the Battle Score Menu and returns to the Garage View.

  13. During the battle, Hao can interrupt the course of the Client’s action at any moment by calling the Pause Menu as in the Pause-Menu Loop. However, the Player can’t leave the battle until either the course of the battle’s action has ended or his weapon unit has been put out of action before the battle’s end. If the required conditions are met, then the Pause Menu called during the battle contains the button 'Leave Battle', otherwise the menu doesn’t contain any tools to quit the battle.

5.2.8. Technology-Tree Loop (TTL)

The technology-tree loop (TTL) defines what the player commonly does when operating weapon models through technology trees displayed in the Technology Tree View.

The loop is described by a scenario with details as follows:

  1. The Technology Tree View presents to players the historical timeline of the development of weapons organised in the technology trees sorted by weapon type and country of origin.

  2. In the Technology Tree View, Player Hao selects a weapon model of which he wants a weapon unit to play with.

  3. Hao opens the Technology Tree View.

  4. Hao selects a weapon type as in the Weapon Type Selection Loop.

  5. Hao selects a country as in the Country Selection Loop.

  6. In the displayed technology tree, the Player chooses a weapon model by clicking it and in the appeared window presenting historical information about the weapon he clicks the button 'Create New Unit'.

  7. With a newly created weapon unit the Player returns to the Garage View, which is displayed as in a factory.

  8. If the Player only wants to accomplish some historical studies and observations, then he can exit the Technology Tree View at any moment without any changes in his weapon units.

5.2.9. Weapon Type Selection Loop (WTSL)

The weapon type selection loop (WTSL) defines what the player commonly does when selecting a weapon type with the Weapon Type Selection Menu.

The loop is described by a scenario with details as follows:

  1. In the Weapon Type Selection Menu, Player Hao can choose a desired weapon type.

  2. Hao selects a weapon type by clicking on it in the Weapon Type Selection Menu.

5.2.10. Country Selection Loop (CYSL)

The country selection loop (CYSL) defines what the player commonly does when selecting a country with the Country Selection Menu.

The loop is described by a scenario with details as follows:

  1. In the Country Selection Menu, Player Hao can choose a desired country.

  2. Hao selects a country by clicking on it in the Country Selection Menu.

5.2.11. Weapon Unit Selection Loop (WUSL)

The weapon unit selection loop (WUSL) defines what the player commonly does when selecting a weapon unit with the Weapon Unit Selection Menu.

The loop is described by a scenario with details as follows:

  1. In the Weapon Unit Selection Menu, Player Hao can choose a desired weapon unit to operate with. Weapon units are grouped by model; the Player can create multiple weapon units of the same model and choose one of them. The last used weapon unit becomes the default unit for its weapon model. Weapon units may differ in specialisation, camouflage, crew skills, custom equipment, etc.

  2. Hao selects the default weapon unit of the desired weapon model in the Weapon Unit Selection Menu.

  3. If Hao wants to change the weapon unit then he opens the weapon model’s menu and selects another weapon unit.

  4. The selected weapon unit is displayed to the Player on the screen.

5.2.12. Weapon Unit Upgrade Loop (WUUL)

The weapon unit upgrade loop (WUUL) defines what the player commonly does when implementing standard modifications to the selected weapon unit with the Weapon Unit Upgrade Menu. Upgrading improves the weapon unit’s technical and combat performance.

The loop is described by a scenario with details as follows:

  1. In the Weapon Unit Upgrade Menu, Player Hao can implement standard modifications the unit’s weapon model survived in production. These modifications include all historical changes in armament, modules, ammunition, equipment, camouflage, consumable resources, crew, etc.

  2. For upgrading his weapon unit, Hao has to have a sufficient amount of experience points gained with this weapon unit in battles.

  3. Hao opens the Weapon Unit Upgrade Menu for the selected weapon unit.

  4. Hao chooses the weapon unit’s part, which he wants to upgrade and for which he has enough experience points, by clicking on it.

  5. Hao clicks the button 'Upgrade' for the selected part.

  6. After the selected part has been upgraded, the amount of collected experience points decreases by the part’s upgrade cost.

5.2.13. Weapon Unit Customisation Loop (WUCL)

The weapon unit customisation loop (WUCL) defines what the player commonly does when implementing custom modifications to the selected weapon unit with the Weapon Unit Custom Menu. Customisation improves the weapon unit’s technical and combat performance, but also is a tool to personalise the weapon unit and specialise it for particular combat tasks.

The loop is described by a scenario with details as follows:

  1. In the Weapon Unit Custom Menu, Player Hao can implement custom modifications the unit’s weapon model survived in everyday practice on the front line. These modifications include all historical changes in armament, modules, ammunition, equipment, camouflage, consumable resources, crew, etc.

  2. For customising his weapon unit, Hao has to have a sufficient amount of experience points gained with this weapon unit in battles.

  3. Hao opens the Weapon Unit Custom Menu for the selected weapon unit.

  4. Hao chooses the weapon unit’s part, which he wants to customise and for which he has enough experience points, by clicking on it.

  5. Hao clicks the button 'Customise' for the selected part.

  6. After the selected part has been customised, the amount of collected experience points decreases by the part’s custom cost.

5.2.14. Crew Selection Loop (CSL)

The crew selection loop (CSL) defines what the player commonly does when operating with crews with the Crew Selection Menu in the Barracks View. All weapon units in the DGA Game are crew-served weapons, which always have operating crews. An experienced crew can significantly increase the weapon unit’s performance.

The loop is described by a scenario with details as follows:

  1. In the Crew Selection Menu, Player Hao can choose a desired crew to operate with.

  2. Crews are grouped by the countries they fought for; the Player can create multiple crews for different weapon models and choose one of them. Crews may differ in specialisation, skills, supported weapon models and equipment, etc.

  3. Each weapon unit has an active operating crew. If the Player wants to change the active crew, then he has to free the current crew up and select another one. The weapon unit may exist without crew or a complete crew. A crew may exist without any weapon unit.

  4. The weapon unit can’t participate in battle without a complete fully-trained crew.

  5. A newly created weapon unit has either a newly created crew or an existing crew selected in Barracks.

  6. Hao selects a crew for the selected weapon unit in the Crew Selection Menu and clicks the button 'Enlist'.

  7. Hao can select to create a new crew or to make changes in an existing crew for the selected weapon unit as in the Crew Recruitment Loop.

  8. If the desired crew isn’t sufficiently trained, then the Player can train and upskill the crew as in the Crew Training Loop.

  9. The selected crew becomes active for the selected weapon unit.

5.2.15. Crew Recruitment Loop (CRL)

The crew recruitment loop (CRL) defines what the player commonly does when operating with crew-members of weapon units' crews with the Crew Recruitment Menu in the Barracks View. Crew-members perfect their experience and skills in every battle; the crew’s technical and combat performance depends on the qualification and skills of its members.

The loop is described by a scenario with details as follows:

  1. In the Crew Recruitment Menu, Player Hao can either equip a crew with existing crew-members or recruit new volunteers to serve in the crew.

  2. Crew-members are grouped by the country they fought for; the Player can recruit multiple crew-members for different crews and weapon models. Crew-members may differ in specialisation, skills, supported weapon models and equipment, etc.

  3. The Player chooses a crew, which a crew-member is equipped for. A crew-member can’t serve in multiple crews at the same time.

  4. Hao selects a crew-member for the selected crew in the Crew Recruitment Menu and clicks the button 'Recruit'.

  5. Hao can select to recruit a new volunteer to serve in the selected crew with the Crew Recruitment Menu and clicks the button 'Recruit'.

  6. The renewed crew is displayed to the Player on the screen.

5.2.16. Crew Training Loop (CTL)

The crew training loop (CTL) defines what the player commonly does when training crews and their crew-members with the Crew Training Menu in the Barracks View. Players can considerably improve the technical and combat performance of their crews with regular trainings.

The loop is described by a scenario with details as follows:

  1. With the Crew Training Menu Player Hao can conduct regular trainings for his crews and their crew-members. Regular trainings are one-time actions to improve qualification and skills of the crew in whole and all its crew-members.

  2. For providing a regular training to a crew, the Player has to have a sufficient amount of experience points gained in battles.

  3. Hao selects a crew he wants to train in the Crew Training Menu.

  4. Hao selects a regular training for the selected crew in the Crew Training Menu.

  5. Hao accomplishes the selected training for the selected crew by clicking the button 'Accomplish'.

  6. The upskilled crew is displayed to the Player on the screen.

5.2.17. Crew Customisation Loop (CCL)

The crew customisation loop (CCL) defines what the player commonly does when implementing custom settings to weapon units' crews and their crew-members with the Crew Custom Menu in the Barracks View. Crews and crew-members can be customised in specialisation, skills, supported weapon models and equipment, etc.

The loop is described by a scenario with details as follows:

  1. In the Crew Custom Menu, Player Hao can compose custom sets of skills for a crew in whole and for every of its crew-members.

  2. The crew skills comprise firing experience, technical skills, operational experience, familiarity of crew-members with each other, mission experience, communicating skills, controlling skills, co-deciding skills, etc.

  3. The crew-member skills comprise capabilities in military specialism, technical skills, leadership, teamwork, dedication, communication, problem solving, etc.

  4. Customisation prioritises skills, which will develop first in battles. The amount of skills in top priority is always less than the total amount of skills. Thereby, a custom set of skills, which differ in repertoire and value, may be created.

  5. For implementing customisation, Hao has to have a sufficient amount of experience points gained in battles.

  6. Hao selects a crew skill to develop first for the selected crew in the Crew Custom Menu and clicks the button 'Develop'.

  7. Hao selects a crew-member skill to develop first for the selected crew-member of the selected crew in the Crew Custom Menu and clicks the button 'Develop'.

  8. The renewed crew is displayed to the Player on the screen.

5.2.18. Cash Budgeting Loop (CBL)

The cash budgeting loop (CBL) defines what the player commonly does when managing gained in-game currency with the Buy Menu in the Cash Budgeting View. Players can use cash gained in battles to slightly improve the technical and combat performance of weapon units and their crews. With cash, the players can buy consumable resources (special equipment, materials, things, etc.) to add technical and combat performance to some little degree. Consumable resources, or simply consumables, represent extra gear, which additionally improve performance of weapon units and crews.

The loop is described by a scenario with details as follows:

  1. In the Buy Menu, Player Hao can buy consumables for the cash.

  2. Hao selects a consumable to buy for the selected weapon unit with the Buy Menu.

  3. Hao selects a consumable to buy for the selected crew of the selected weapon unit with the Buy Menu.

  4. Hao makes a one-time deal on the selected consumable in the Buy Menu by clicking the button 'One-Time Buy'. The selected consumable will be bought once.

  5. Hao makes a regular deal on the selected consumable in the Buy Menu by clicking the button 'Regular Buy'. The selected consumable will be automatically replenished for the cash after every battle.

  6. The renewed crew is displayed to the Player on the screen.

  7. The renewed weapon unit is displayed to the Player on the screen.

5.2.19. Weapon Selection Loop (WSL)

The weapon selection loop (WSL) defines what the player commonly does when selecting a weapon during a battle with the Weapon Selection Menu, or keyboard, or mouse.

The loop is described by a scenario with details as follows:

  1. Every weapon unit always has the default active weapon.

  2. In the Weapon Selection Menu, Player Hao can change the active weapon.

  3. Hao selects a new active weapon by clicking on it in the Weapon Selection Menu, or with the keyboard or mouse.

5.2.20. Ammunition Selection Loop (ASL)

The ammunition selection loop (ASL) defines what the player commonly does when selecting an ammunition during a battle with the Ammunition Selection Menu, or keyboard, or mouse.

The loop is described by a scenario with details as follows:

  1. Every weapon always has the default active ammunition.

  2. In the Ammunition Selection Menu, Player Hao can change the active ammunition for the active weapon selected in the Weapon Selection Loop.

  3. Hao selects a new active ammunition for the selected active weapon by clicking on it in the Ammunition Selection Menu, or with the keyboard or mouse.

5.2.21. Battle Aiming Mode Selection Loop (BAMSL)

The battle aiming mode selection loop (BAMSL) defines what the player commonly does when selecting a battle aiming mode with the Battle Aiming Mode Selection Menu, or keyboard, or mouse.

The loop is described by a scenario with details as follows:

  1. Every weapon always has the default aiming mode.

  2. In the Battle Aiming Mode Selection Menu, Player Hao can change the aiming mode for another one.

  3. Hao selects a new battle aiming mode by clicking on it in the Battle Aiming Mode Selection Menu, or with the keyboard or mouse.

5.2.22. Team Coordination Loop (TCRL)

The team coordination loop (TCRL) defines what the player commonly does when coordinating proper actions with teammates' actions in the Battle Signal View displayed through the Battle View during a battle.

The loop is described by a scenario with details as follows:

  1. Battlefield coordination facilitates the integration of players that enables them to prevent conflicts, shape the combat environment and win the battle.

  2. For preventing conflicts amid the players only standard signals and directives are allowed to be transmitted during the battle. Free chatting and custom signals are not allowed.

  3. The Battle Signal View consists of several menus and controls with which Player Hao can transmit and receive signals to and from his teammates to coordinate actions during the battle.

  4. Hao sends a battle signal to one or more teammates during the battle.

  5. Hao receives a battle signal from his teammate during the battle.

  6. After having died in the battle, i.e. when the weapon unit has been put out of action, the Player can continue his presence in the battle as a spectator sending and receiving battle signals until the end of the battle.

5.2.23. Team Communication Loop (TCML)

The team communication loop (TCML) defines what the player commonly does when communicating with other players within the Game with the Team Communication Menu. Players can freely communicate with each other outside the Battle View where only standard signals and directives are allowed through the Battle Signal View.

The loop is described by a scenario with details as follows:

  1. In the Team Communication Menu, Player Hao can chat with other players without any restrictions.

  2. Hao opens the Team Communication Menu and sends a message to Player Xi by the name.

  3. If Xi is online, willing and ready to chat, he sends a reply message to Hao.

  4. The players can convert their personal chat to a group chat by inviting other players to join them.

  5. Hao can blacklist some other players if he doesn’t want to chat with them.

  6. Hao can whitelist only those players whose messages he consents to receive.

5.2.24. Teaming Loop (TMGL)

The teaming loop (TMGL) defines what the player commonly does when building teams and commands with other players within the Game through the Teaming View.

The loop is described by a scenario with details as follows:

  1. In the Teaming View, Player Hao performs all the gaming activities related to creating, managing, and coordinating game teams and commands within the Game.

  2. In the Teaming View, Hao creates a game team, which other players may be invited in at anytime.

  3. Hao manages and coordinates the game team, which goes into battle together.

5.2.25. Battle Mode Selection Loop (BMSL)

The battle mode selection loop (BMSL) defines what the player commonly does when selecting a battle mode with the Battle Mode Selection Menu.

The loop is described by a scenario with details as follows:

  1. In the Battle Mode Selection Menu, Player Hao can choose a desired Game Battle Mode.

  2. Hao selects a battle mode by clicking on it in the Battle Mode Selection Menu.

5.2.26. Battle Type Selection Loop (BTSL)

The battle type selection loop (BTSL) defines what the player commonly does when selecting a battle type with the Battle Type Selection Menu.

The loop is described by a scenario with details as follows:

  1. In the Battle Type Selection Menu, Player Hao can choose a desired Game Battle Type.

  2. Hao selects a battle type by clicking on it in the Battle Type Selection Menu.

5.2.27. Pause-Menu Loop (PML)

The pause-menu loop (PML) defines what the player commonly does when operating in the Pause Menu of DGA's client application. The Pause Menu provides players with the common system actions that can be accomplished at any moment. Though, the buttons available at a specific time depend on the view the menu is called from. The Pause Menu appears on the screen when the player presses the 'Esc' (Escape) keyboard button.

The loop is described by a scenario with details as follows:

  1. In the Pause Menu, Player Hao performs the common system actions, which are represented by the following buttons:

    • 'Back to Game' allows the Player to continue the Game.

    • 'Statistics' brings the Player to a list of his current results, achievements, and advancements in the Game.

    • 'Report Bugs' opens the Game’s bug tracker.

    • 'Give Feedback' opens the Game’s feedback site.

    • 'Quit to Title' takes the Player back to the Main Menu.

    • 'Player Reporting' brings the Player to a menu used to prevent other players from the behaviour that go against the Game’s community standards.

  2. When the Pause Menu is called from the Main Menu, then the Pause Menu doesn’t appear on the screen because its system actions can’t be fully accomplished.

  3. When the Pause Menu is called from the Battle Loop, then the Pause Menu doesn’t contain the button 'Quit to Title'.

5.2.28. Anti-Cheating Loop (ACHL)

The anti-cheating loop (ACHL) defines the Client’s actions for implementing anti-cheating policies, rules, and measures to ensure the Game’s fairness, equality, justice, honesty, and integrity to all its players. Cheating by the players not only threaten other players but also violates the fair-to-play principle.

The loop is described by a scenario with details as follows:

  1. Cheating matters mostly in the Multi-Player User Mode when a cheater gains an unfair advantage over other players.

  2. Cheating is primarily concentrated on the Battle Loop where it benefits the cheater the most, however other loops and the entire Garage-Battle Loop can be cheated as well.

  3. Anti-cheating measures form a complex technical system, the most part of which is implemented on the Game’s server side. Nevertheless, the Client is the front line of this system.

  4. The Client is intended to technically prevent players from cheating, but active countermeasures against cheaters are performed on the server side.

5.3. Objectives and Progression

DGA's core loops are closely related to the players’ objectives in the Game and how they progress through it. The goals below define immediate, short-term, and long-term objectives the players could pursue in the Game.

5.3.1. Experience Growth Goal (EGG)

Growth in experience is the most visible goal in the Game. In fact, experience is the key to the Game’s gameplay — it opens all the doors and shows how far a player has advanced in the Game. The more experience points the player gained in battles, the more opportunities the Game provides to the player.

5.3.2. Skill Mastery Goal (SMG)

Growth in skills is the second most visible goal in the Game. Battles bring experience that the player can spend to train weapon units' crews and augment their technical and combat performance. The more experienced and skilled is a crew, the more experience points it brings to the player and makes the gameplay immersive.

5.3.3. Weapon Mastery Goal (WMG)

Growth in experience and skills allows the player to create a highly personalised weapon unit, which combines a highly customised armoured warfare with a highly skilled crew. This combination gives the player an opportunity to feel how this warfare acted in real life and how to master it. The better the player is proficient with weapons, the higher the combat performance of the weapon unit is.

5.3.4. Combat Mastery Goal (CMG)

With a powerful, experienced, skilful weapon unit the player can achieve a high level of personal combat effectiveness and to succeed in a game team to get the victory in a battle. The higher the combat performance of the weapon unit is, the higher the combat effectiveness the player has in the game team and the more victories the player can achieve in the game team.

5.3.5. Team Communication Mastery Goal (TCMG)

The ability to effectively and efficiently communicate with other players brings to the player better combat conditions and improves the combat effectiveness of the player and as well of the game team. Team challenges require players to coordinate their efforts, communicate effectively, and support each other to overcome obstacles. The better the players communicate with each other, the higher the combat effectiveness of the game team is.

5.3.6. Tactical Teamwork Mastery Goal (TTMG)

Tactical teamwork and group training are essential for players to learn how to operate efficiently as part of a game team. Tactical teamwork emphasises collaboration, communication, and mutual support, reflecting the realities of the battlefield where team cohesion is crucial for victory. The more the game team fosters a sense of camaraderie and trust among its players, teaching them to rely on one another to complete battlefield tasks, the more victories the game team gains.

5.3.7. Military Leadership Mastery Goal (MLMG)

Turning players from military commanders into military leaders is the most ambitious goal of the Game. Combat experience and effectiveness guide players towards various leadership qualities such as adaptability, decisiveness, and the capacity to lead by example. Team leaders contribute to efficiency, initiative, and effective combat dynamics. The more experienced, confident, and inspiring the team leader is, the more victories the game team amasses.

5.3.8. Military History Mastery Goal (MHMG)

Engaging players in military history is the covert goal of the Game. Pursuing to give a right balance between historical accuracy, historical authenticity, and dynamic gameplay, the Game aims at creating a sense of agency, immersion, and replayability, as players experience different outcomes, scenarios, and feedback when they play historical warfare on historic battlefields. The more players strive for victory, the better they know their warfare and its history.

Any reference to a particular make, model, manufacturer, and/or version of weapon, gear or vehicle is made for historical accuracy only and does not indicate any sponsorship or endorsement of any trademark owner, weapon or vehicle manufacturer.

PEGI 7 Label PEGI Violence Label ESRB Everyone Label