Broken Arrow - FAQ
[p]Hi all! Many players have been asking us about what our most immediate plans for the game are. We’d like to use this week’s post to go through many of the open areas of the game.
[/p][p]Will 1v1 and 2v2 multiplayer modes be added?[/p][p]The last update allowed players to choose different map sizes in custom lobbies, so it is definitely possible now to play 1v1 or with smaller teams than 5v5 on all the maps.[/p][p]Also users have also created many variants of the multiplayer maps that can be downloaded from the workshop and played in a scenario lobby. If the other players don’t have this scenario downloaded it’s not a problem, the game will propose to download it when they join the lobby.[/p][p]As for adding this option to standard matches and creating different leagues basically, we’re thinking about it but one thing must be clear: the more team sizes we propose, the more we split the pool of players and thus the harder it will be to find a team of equivalent level.
That’s why we have focused on 5v5 and kept the other team sizes for custom lobbies for the moment.
[/p][p]Will there be an option to save progress in the single-player campaign?[/p][p]At the moment, the save system for the single-player campaign is in the design stage. We had not originally planned for this feature, but decided to develop it after seeing your requests.[/p][p]The team is working on a technical expansion of our internal framework – a necessary step to implement a stable and reliable save system within the game’s current architecture. This is not a simple task, as it requires significant changes to the technical structure and the internal system logic, which makes its release further down the line.[/p][p]We will keep you updated on our progress and let you know when we have a more concrete timeline.[/p][p]
Will mines or trenches be added to the game?[/p][p]The idea of adding mines, trenches, and similar elements has been raised by the community multiple times throughout the development period. However, at this stage, the team does not plan to implement them in the main game modes. Such elements do not align with the current pace of gameplay and could negatively affect match dynamics.[/p][p]That said, these mechanics are not completely excluded. They remain on our “optional” list and may appear as an experiment in single-player scenarios.
[/p][p]What anti-cheat measures are in place?[/p][p]The anti cheat system is preventing a large array of cheats to be used in the game. Of course cheaters are actively working on trying to bypass these protections so this is not a problem that you fix and then it’s done. It’s a constant fight between cheat and anti-cheat.[/p][p]Currently the anti-cheat is indistinctly banning cheaters whether they are using cheats in multiplayer or “trainers” in solo.
We will improve our system to make this distinction soon, leaving those who want to use them in solo free to do so, and leaving no excuse for those using them in multiplayer.[/p][p]We understand that many players use trainers exclusively in single-player campaigns or custom scenarios to experiment with mechanics, refine their strategies, or simply enjoy the game at their own pace.[/p][p]In the near future, we plan to allow the use of trainers strictly in modes where they do not affect the competitive aspect or the fairness of matches. At the same time, we will strengthen multiplayer protection to completely eliminate the possibility of using cheats in online games. For those who attempt to gain an unfair advantage over other players, there will be no excuses and no exceptions – such behavior will continue to be met with strict penalties.
[/p][p]Will there be penalties for leaving matches?[/p][p]A system gradually penalizing leavers is currently in development. This system will come along with a new function allowing players to start a vote to propose the surrender of their team.[/p][p]People leaving the matches without using the surrender function will be prevented from playing for increasingly longer periods of time the more they do it.
[/p][p]About adding replays[/p][p]We fully understand how important this feature is. Replays are a valuable tool both for analyzing your own performance and for sharing experiences with other players. We are closely following your feedback and see how often this topic is raised.[/p][p]Currently, we are working on the technical feasibility of implementing a replay system within the game’s current architecture. This requires the development of several auxiliary systems to ensure stable and accurate match playback. Unfortunately, this feature will not be available in the near future, but we are putting maximum effort into making it happen. Based on our estimates, it will take at least two months.[/p][p]It is worth noting that the spectator mode will be released earlier, as it requires less extensive preliminary development. This will be the first step towards a fully functional game-viewing feature.
[/p][p]About Connection Issues[/p][p]Some issues have already been addressed, and corresponding improvements were included in recent updates. However, the work is not yet complete. To speed up the process and improve the quality of our network infrastructure, we are expanding the team and bringing in new specialists to help us develop stable solutions.[/p][p]We are continuing systematic work on network mechanisms to reduce the risk of disconnects and make the multiplayer experience as stable and comfortable as possible.[/p][p]Thank you for sharing your observations – your input helps us move in the right direction. We will continue to keep you informed and will let you know as soon as we have new solutions and improvements to share.[/p]
[/p][p]Will 1v1 and 2v2 multiplayer modes be added?[/p][p]The last update allowed players to choose different map sizes in custom lobbies, so it is definitely possible now to play 1v1 or with smaller teams than 5v5 on all the maps.[/p][p]Also users have also created many variants of the multiplayer maps that can be downloaded from the workshop and played in a scenario lobby. If the other players don’t have this scenario downloaded it’s not a problem, the game will propose to download it when they join the lobby.[/p][p]As for adding this option to standard matches and creating different leagues basically, we’re thinking about it but one thing must be clear: the more team sizes we propose, the more we split the pool of players and thus the harder it will be to find a team of equivalent level.
That’s why we have focused on 5v5 and kept the other team sizes for custom lobbies for the moment.
[/p][p]Will there be an option to save progress in the single-player campaign?[/p][p]At the moment, the save system for the single-player campaign is in the design stage. We had not originally planned for this feature, but decided to develop it after seeing your requests.[/p][p]The team is working on a technical expansion of our internal framework – a necessary step to implement a stable and reliable save system within the game’s current architecture. This is not a simple task, as it requires significant changes to the technical structure and the internal system logic, which makes its release further down the line.[/p][p]We will keep you updated on our progress and let you know when we have a more concrete timeline.[/p][p]
Will mines or trenches be added to the game?[/p][p]The idea of adding mines, trenches, and similar elements has been raised by the community multiple times throughout the development period. However, at this stage, the team does not plan to implement them in the main game modes. Such elements do not align with the current pace of gameplay and could negatively affect match dynamics.[/p][p]That said, these mechanics are not completely excluded. They remain on our “optional” list and may appear as an experiment in single-player scenarios.
[/p][p]What anti-cheat measures are in place?[/p][p]The anti cheat system is preventing a large array of cheats to be used in the game. Of course cheaters are actively working on trying to bypass these protections so this is not a problem that you fix and then it’s done. It’s a constant fight between cheat and anti-cheat.[/p][p]Currently the anti-cheat is indistinctly banning cheaters whether they are using cheats in multiplayer or “trainers” in solo.
We will improve our system to make this distinction soon, leaving those who want to use them in solo free to do so, and leaving no excuse for those using them in multiplayer.[/p][p]We understand that many players use trainers exclusively in single-player campaigns or custom scenarios to experiment with mechanics, refine their strategies, or simply enjoy the game at their own pace.[/p][p]In the near future, we plan to allow the use of trainers strictly in modes where they do not affect the competitive aspect or the fairness of matches. At the same time, we will strengthen multiplayer protection to completely eliminate the possibility of using cheats in online games. For those who attempt to gain an unfair advantage over other players, there will be no excuses and no exceptions – such behavior will continue to be met with strict penalties.
[/p][p]Will there be penalties for leaving matches?[/p][p]A system gradually penalizing leavers is currently in development. This system will come along with a new function allowing players to start a vote to propose the surrender of their team.[/p][p]People leaving the matches without using the surrender function will be prevented from playing for increasingly longer periods of time the more they do it.
[/p][p]About adding replays[/p][p]We fully understand how important this feature is. Replays are a valuable tool both for analyzing your own performance and for sharing experiences with other players. We are closely following your feedback and see how often this topic is raised.[/p][p]Currently, we are working on the technical feasibility of implementing a replay system within the game’s current architecture. This requires the development of several auxiliary systems to ensure stable and accurate match playback. Unfortunately, this feature will not be available in the near future, but we are putting maximum effort into making it happen. Based on our estimates, it will take at least two months.[/p][p]It is worth noting that the spectator mode will be released earlier, as it requires less extensive preliminary development. This will be the first step towards a fully functional game-viewing feature.
[/p][p]About Connection Issues[/p][p]Some issues have already been addressed, and corresponding improvements were included in recent updates. However, the work is not yet complete. To speed up the process and improve the quality of our network infrastructure, we are expanding the team and bringing in new specialists to help us develop stable solutions.[/p][p]We are continuing systematic work on network mechanisms to reduce the risk of disconnects and make the multiplayer experience as stable and comfortable as possible.[/p][p]Thank you for sharing your observations – your input helps us move in the right direction. We will continue to keep you informed and will let you know as soon as we have new solutions and improvements to share.[/p]