The game is in development and will be released soon.
7th Legion Rebel is a remake and continuation of the old 7th Legion game (released in 1997).
This is a 3D RTS with a unique economy and a player's ability system.
Industrial society has ruined the Earth. Rich and influential people dubbed themselves the Chosen and left the planet, leaving ordinary people to die. After 7 generations, they returned, but the common people did not die out: their remnants formed a fighting Legion to fight back against the invaders!
In the game you have to play for 2 factions: the 7th Legion and the Chosen Ones.
According to the canons of strategy, you need to build a base, create units and destroy the enemy base with them.
Fractions
7th Legion are the remnants of the survivors on Earth. They have adapted to the harsh conditions of the planet. Their units include mechanized infantry. Their tanks are the best in the world. The first ones created prototypes of siege chassis: powerful robots with excellent maneuverability and firepower.
Chosen are the rich who once abandoned the Earth to its fate and now want to win it back. They have adapted to the conditions of space. Their infantry is the best in the world. They have anti-gravity technology. They are skilled in reverse engineering.
Economy
Every 90 seconds, all players are awarded the same budget. If the player has built a special building, the amount of money received will increase. The destruction of buildings and equipment leaves debris that can be collected and turned into money. The wreckage is 50% of the value of the entity.
Power Cards
Special features of the player. When the money arrives, the player is given 1 card. They are given randomly and have different effects from good to bad. With good cards, the player strengthens his units, and with bad ones he spoiling the enemy: puts bad effects, breaks the builds of units, or completely destroys any entity.
For example, the enemy chose one unit and buffed it with various upgrades. The player can fix this with return cards, for example, to invert his damage, then all the fierce DPS will not destroy, but heal. Or the player can clear all the effects by simply rolling back all efforts.
Stress and helping the loser
When a player loses buildings or units, he receive stress points. When there are too many of them, the player gets a gold card. This is a very powerful card that can turn the outcome of any battle. The cards are still random, but any gold card helps to make a comeback.
Unit balance
The design was taken from the original and brought to mind in accordance with other good rts. Thus, there are no extra units in the game - everyone benefits.
For example, a machine gunner, the cheapest and weakest unit in the game. It seems useless when there are stronger infantry or vehicles, but the machine gunner knows how to capture enemy vehicles and buildings. The mortar hits further than the turrets, so it can be used for an assault, however, in most cases an artillery tank will be more pleasant to use, but the mortar has an active ability to lay mines. This mine is not visible to vehicles, it can only be seen by infantry, and it destroys any vehicle. So, one of the cheapest units can destroy the most powerful and expensive. There are tanks, and there are more advanced robots.
Robots are very powerful, but they are quite fragile, so they can easily be lost from any sudden missile, so it always makes sense to start tanks first. And so it is with almost all units - their usefulness is not lost over time.
No meta as such
The problem with many rts is meta. It appears over time and becomes the best combat strategy. To use any other tactic is to lose. And this is bad, the game is becoming monotonous. Meta can't exist here because of the cards. Each new battle gives completely different cards, which makes it impossible to win using the same tactics. For example, they managed to fill up the enemy with infantry, but perhaps in the next battle the enemy uses a card that kills all the infantry, and thus completely breaks the strategy.
7th Legion Rebel - not skill-dependent.
There is no need for fierce microcontrol. There is no need to worry too much about the economy, because the money will come by itself. There is always a chance to win here, even if the opponent is playing better.