@Bootie you wish the deepest darkest secrets of BoC. But then you are a Field Marshall. Short version: they are in the works and are my central focus right now code wise, but I don't want myself committed (institutionally or morally) by saying too much right now. In our next dev blog I hope to go high level into. That being said I'll risk giving an "impression" at this stage by citing some inspirations:
-- board games: Squad Leader, Band of Brothers, Combat Commander, Fields of Fire, Conflict of Heroes Solo. I am drawing design inspirations from each of these. There has been considerable design creativity in the tactical board game space IMHO. There are other great systems these are just the ones especially influencing me.
-- digital (focusing on tactics not narrative): XCom (streamlining), Panzer General (lite RPG (xp gain etc)). I don't list Steel Panthers nor Close Combat nor Combat Mission because I don't feel there is something specifically about them that I am focused on (well I guess the psychological aspect implied by Close Combat). Which is not to say I don't like and admire those games
Announced Mechanics:
--Psychology focused – Morale, Stress, Experience, Trust, and Respect.. (maybe attention/surprise (not announced <--- SECRET! ;-) ) Small arms fire is more about suppression to further the 4Fs than about causing casualties (BoB).
--Units Gain Experience across battles
--Turn Based
--Single Player
--Dynamic Events cause Chaos
--Limited Command Points mean every decision counts.
Design focus -- the battlefield is chaos (CC, BoB, CoH-Solo) but leadership (SL, FoF) is decisive. Leadership is about command (FoF), motivate (SL, BoB), and preserve (PG, BoC ;-) ,).
There, now you can imagine what you'd like and then I promise you I will deliver something less than your imagination LOL
cheers,
Luke