Launching Your First Mission - Getting Started, Game Modes, & Choosing Your Flagship!
Alright, commanders, welcome back to the Echo Commander blog! In our last transmission (Article One, detailing what Echo Commander is all about), I gave you a first look at our cooperative, turn-based strategy game. Now, let's power up the engines and dive deeper. This post will guide you through setting up your very first game, explore the different ways you can play, and introduce you to the stars of the show: the Flagships you'll be commanding! So, strap in, and let's get you ready for action.
Getting Your Bearings: Starting Your First Game
- Create or Join a Game (The Lobby System): Instead of simple invites, Echo Commander features a flexible lobby system. You can create a new game lobby—public (discoverable by anyone) or private (link-only)—making it easy to team up with friends or find new allies.
- Pick a Mode: Once your lobby is set up (or you've joined one), choose your adventure by selecting a game mode (details below).
- Set the Stakes (Difficulty & Board Size): Varies by mode:
- Co-op Missions: Select difficulty, which auto-scales your grid:
- Easy: 6×6 grid (quick, ideal for learning)
- Medium: 10×10 grid (standard challenge)
- Hard: 12×12 grid (advanced planning required)
- PvP Mode: You explicitly choose 6×6, 10×10, or 12×12 for head-to-head play.
- Co-op Missions: Select difficulty, which auto-scales your grid:
- Choose Your Flagship: Each player picks a unique vessel—your “class”—with distinct strengths, weaknesses, and special abilities. More on these below!
- Ready Up! Lock in your settings and Flagships, hit “Ready,” and launch into the void!
Mission Briefing: Understanding the Game Modes
- Co-op Missions: Team up against AI fleets. Missions feature varied objectives, escalating challenges, and require tight coordination.
- PvP Mode: Face off against other commanders—duos or 1v1. Test your strategy, bluffing, and teamwork on a board of your choosing.
- Roguelike Mode (Early Access): Progress through ever-harder battles, choosing upgrades between encounters to customize each run. Still in refinement, but promising deep replay!
Meet Your Command: The Flagships of Echo Commander
The Cruiser (The Pure Shooter)
- Shots per Turn: 2-5
- Strength: Raw firepower—ideal for maximum hits each turn.
- Best For: Players who love heavy damage and simple, effective play.
The Submarine (The Hunter)
- Shots per Turn: 1-3
- Special: Enhanced directional SONAR on hits/near misses; bonus shot on every hit (non-sinking); improved intel pings.
- Strength: Master of deduction via audio cues and sonar precision, excels at finishing off ships.
The Destroyer (The Defensive Support)
- Shots per Turn: 1-3
- Special: Shields a random ally on hits; immediate extra shot on sinking ships; sonar intel support.
- Strength: Blends scouting, defense, and support—great team player.
The Carrier (Coming Soon - The Intel Commander!)
- Passive: Deploys 2 auto-attack drones each turn.
- Marks: Place 1-3 marks per turn; allies/drone bonus on marked hits; reveals random enemy quadrant each turn.
- Strength: Battlefield control via superior intel and coordinated strikes.
The Battleship (The Artillery Barrager)
- Passive: Fires a SALVO, 1 aimed shot at your current cursor, plus 2-4 random nearby blasts each turn. Fire another bonus SALVO when hitting 3+ shots in a SALVO.
- Strength: Zone-clearing artillery—ideal for uncovering hidden foes.
That's quite the fleet! Each Flagship offers unique tactics—mix and match to find your perfect combination.
Got a favorite already? Or a mode you're eager to try? Drop into our Discord and let us know!
Join the Echo Commander Discord
Play now at echo-commander.com