Chapter 122 Moving Forward

The camera returns to the sky, where the scattered points of light begin to move, converging into streams of light that rush towards the same direction: the city circled on the map, Esmaine.

Just then, ahead of the surging stream of light, large swathes of scarlet light suddenly lit up, like the eyes of countless wild beasts opening in the night, cold, huge, and devoid of any emotion.

The light currents of humanity and the red tide of intelligent machines are about to collide.

In the center of the screen, a line of white text slowly appeared.

Only those who survive the darkest times deserve the most brilliant counterattack.

Then, the screen lit up again, and I entered the game interface. The mission objective appeared on the screen, without much detailed explanation or lengthy descriptions.

The mission objective can be summed up in just three words.

[Move Forward]

"Fuck me..."

Old Wang, standing nearby, was at a loss for words and could only express his feelings with these two words.

Ye Feiyang didn't speak. He just felt a layer of fine goosebumps on his arms. An indescribable emotion welled up in his chest, a bit choked up, and he also wanted to shout out loud.

This is what you call war, damn it.

After the opening cinematic, the game quickly transitions into the combat storyline. Perhaps to echo the opening animation, the game immediately jumps into the new combat mode, "Night Battle."

Although the technology in the setting is quite advanced, with both humanoids and androids having night vision devices, it's like a spear and a shield: you have night vision devices, but my combat suit can directly block them.

Although the concept of "spear" and "shield" is not explicitly stated in "Final Battlefront," it is actually reflected in many aspects, such as the simplest example.

Just like the battles between China and India on the frontier, they used "shields" and "clubs."

Although Chu Chen used a gun-wielding anime girl when the project was first proposed to show off her long, white legs... no, it was a kind of anthropomorphic setting, but in the background setting...

Starry Sky Games actually put in a lot of effort.

However, not all of these settings will be shown to the players. As mentioned before, the settings serve the story, and will only be revealed when the story requires them.

These settings will then appear in the plot through indirect means.

Returning to the [Night Battle] system, this mode, in addition to appearing in the story, will also, as usual, appear in the PVE mode of the new season.

Night battle system, sounds complicated.

In fact, it's based on the original version with the addition of two subsystems, and it's not too difficult to learn.

A basic debuff called Global Darkness:

Upon entering the night battle map, the entire battlefield is shrouded in darkness, and all units (including enemies) will be affected as follows.

Vision Penalty: [Darkness has enveloped everything. Turn on your night vision goggles immediately!!]

Effect: The detection and attack range of all units will be reduced, meaning that units can only detect and attack enemies that are very close.

Hit penalty: [A figure ahead? Is it an enemy?]

Effect: Units fighting in dark areas will have significantly reduced hit rate and critical hit rate.

Movement penalty: [Warning! This is a deep pit!]

Effect: Movement speed reduced by 10%.

The corresponding area for this global darkness debuff is the illuminated area:
The rules for lighting zones are much simpler.

There are only two:
1. Attacking enemies within the illuminated area will remove the vision restriction and hit/critical strike penalty in that area, even if the attacking unit is still located in a dark area.

Second: Enemies within the illuminated area have their movement debuff removed.
Simply put, even if the humanoid attacks in a dark place, as long as the enemy is in a lit area, all offensive penalties will be nullified, which is equivalent to receiving a buff.

Players can deploy the following types of lighting resources.

~~~
External flashlight: Can be deployed on a single friendly unit.

Effect: Provides a small illumination circle for the unit; the illumination circle moves with the unit as it moves. Advantages: Flexible and ensures core output.

Disadvantages: Small range, which may place yourself within the illuminated area.

~~~
Flare: Commander Skill.

Effect: Creates a large, brightly lit area at the target point for a moderate duration.

Advantages: Large range, capable of illuminating key intersections, BOSS areas, or most of the team.

Disadvantages: Fixed location, cannot be moved, and the number of flares per round is limited.

~~~
In addition to these two, there are replaceable tracer rounds and searchlight drones. When attacking positions, the enemy also has searchlights.

In general.

The core of night battle gameplay is actually quite similar to that of the winter battle. The core of the winter battle is the deployment of campfires, while the core of night battle is the deployment of lighting resources.

of course
In the storyline, night battle gameplay is more about creating an atmosphere.

Because of flares, searchlight drones, and the enemy's own lights, the battlefield in story mode can be basically brightly lit.

Players also have a wealth of lighting resources.

Basically, you just tap on the area that's not lit.

However, in PvE mode, players need to allocate resources carefully. Who should be illuminated? Should they protect the core damage dealers to ensure their hit rate? Or should they illuminate the front-line tanks to ensure they can draw aggro and block?

Is it to illuminate the current engagement point? Or to predict and illuminate enemy spawn points/trajectory? Or to reserve lighting for the upcoming boss battle?
Should we conserve resources and use wide-area flares to deal with swarms of enemies?
These are all things that players need to consider.

Of course, Ye Feiyang doesn't need to worry about these details for now. As mentioned earlier, the night battle in story mode is about the atmosphere.

The number of flares is virtually unlimited.

It's a lot of fun to play, at least Ye Feiyang found it very enjoyable.

He barely stopped marveling at the three consecutive battles, especially after the new version of "Final Front" added simple lighting and shadow effects to the engine.

The novel experience brought by this 2D scene with mixed lighting and shadow effects is still quite novel for today's players.

"Holy crap, there are tracer rounds too!!"

“Da da da da da!!”

"This night battle mode is really awesome!!"

The first half of the plot is not complicated. It's basically about fighting and charging, getting familiar with the rules of night battles, from small-scale battles to the battlefield mode that appeared in version 1.0.

Yes, the Night Battle version also includes a Battlefield mode.

We charged forward, but there were some minor details along the way.

Throughout the entire 1.1 storyline, after entering the main storyline, there is another core plot point: this charge, in which human commanders and soldiers also participated in the raid.

Just like omnics commanding battles, humanoids, although they have their own consciousness, still need a commander to lead them in battle, and this command is limited by distance.

As with previous defensive battles, commanders could stay inside the fortress.

However, in such a surprise attack, it is necessary to keep up with the main force, and human soldiers mainly wear exoskeleton frames and enter the battlefield as a reserve force.

Since the commander also has to go to the front line, there will naturally be a squad to protect the commander.

This squad that protects the players is the M4 squad.

Because the M4 squad is responsible for protecting the commander's safety, they have a significant role in the storyline in version 1.1.

These girls, who are like sweet, affectionate young women in everyday life, and who can be shy and troubled by various reasons, become true Valkyries on the battlefield.

(End of this chapter)

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