As for the pitch, this is the setting:
The year is 1947. The war that started eight years ago with Germany invading Poland isn’t over. The conflict has long spread worldwide. Other than the three great blocs, there are but a handful of countries left hanging on to relative neutrality.
As the conflict grew longer, old alliances were broken while new ones were formed.
Nowadays, the leading powers of the past are assembled into three huge states:
- The Allies have gathered around the U.S.A. This great coalition of nations includes, among others, the British Commonwealth and the French colonial empire.
- To secure their survival against their powerful enemies, Germany, Japan, and Italy have merged as the Axis. The rise of this totalitarian state was helped by the successful assassination of the Führer in 1943 following operation Walkyrie.
- The USSR and communist China have united their fates to build the SSU, or Sino-Soviet Union. Becoming a planetary power, the communist bloc intends to impose its way of life on all other continents.
Throughout the world, the three factions are fighting to gain exclusive control over a revolutionary ore: Vk. This ore has revealed extraordinary properties and brought forth the design of gigantic combat robots, capable of challenging the world’s most advanced tanks.
The discovery and first military applications of Vk came from Germany. Everything concerning this ore is shrouded in mystery. Rumors have been going around saying its secrets were revealed by aliens from another planet… But who could take such rumors seriously after years of war propaganda?
The gameplay itself was going to be tactical, turn based strategy. With a Civilization-esque tactical view of the map, but with zoomed in battles as in Total War. The actual battles would be more reminiscent of Final Fantasy VII, where you have to wait until a shell is loaded (or rather, until its your turn to attack). Then there was the whole accuracy gauge, that either filled up or drained, depending on your distance to the target. For instance, light Steelers would be more efficient at short range, giving them a accuracy and damage boost, while heavy Steelers would be better at long range. Movement during this combat phase would be pretty straight forward, either the player moves up, closing the distance, stops if they are at an ideal range, or move backwards. Different Steelers would be better at different ranges.
And then there's the whole ground forces mechanic! As each Steeler is accompanied by three squads of infantry, again made out of specific types that will fulfill different roles on the battlefield. Anti-Infantry will, as their name implies, are great against infantry. Whereas Anti-Tank infantry is great against enemy vehicles. Those two are easy to figure out, but then there's squads like Engineers, Supplies, and Recon, who all do something else. You can only field two squads on the battlefield though, as the third rides along on your Steeler, giving it passive, or even active boosts. For instance, Anti-Tank squads might give you access to special shells, while Supplies allow you to load a shell slightly faster. Ground forces are either kept in the rearguard, or at the vanguard. At the vanguard, they will engage whatever enemy they prioritize (for Anti-Infantry, this will be infantry squads, for Anti-Tank, Steelers, etc, etc). In the rearguard they are kept from harm, but they cant attack. They will however start to charge for special attacks, which can then be executed by sending them to the vanguard. So the player has to choose, do I keep my troops at the vanguard, where they will get hurt, cant use their skills, but will continually attack. Or do I keep them in the vanguard, keep them safe from harm, let them charge up skills, but at the risk of my Steeler taking more damage.
It's a complex system, that would require quite a bit of time to learn. But I was hoping that the challenge to reward scale would make it worth it. Sadly it didn't make it.