World War II Online
by Leonard "Viking1" Hjalmarson |
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Physics and Flight Model Q. I was afraid of that. This could mean the vintage wines will go unopened until the release date! Let's get specific. What physical factors must the tank commander consider? Fuel, engine temperature, softness of terrain? Will my engine ever break down? Can I roll the tank on a steep slope? Mo: Yes to all, and more. Treads, crew station condition, weather…I could go on. It's going to be totally immersive, and you'll have to take a lot into account before engaging the enemy. It's not just your butt on the line, it's the overall well-being of your entire side. Q. Compare the flight model in WW2 Online to the current modeling in Warbirds. Are we going to see improved models? Are there selectable levels of realism for the players? And if so, who decides what model is used? Mo: The WarBirds flight model was the best in the industry for a long time. With the research I've been doing it still stands as the best of the best even now. However there were concessions made for technological reasons that developers are free of now. The min sys on WB was a 486 at first ;) If the WB flight model was say, 80% spot on, we're going for another 19%. A lot of the depth of this sim will be choice of the player. Engine management on aircraft for example, will be there to the degree that a player wants to get his fingernails dirty. If you don't want to manage your manifold pressure in detail for instance, you'll simply get less fidelity in the performance outline of your aircraft. We haven't talked about levels of difficulty yet as they apply to vehicle performance, so I can't really get you an answer on that. Realism and Challenge But the overall feeling here is to give the players the weapons and terrain and supply flow of WW2 and let the chips fall where they may. If you can't get the knack of fighter duty, maybe you're really just an awesome Tiger Tank driver in hiding. We are not too worried about making this game easy, there are SO many facets to play at so many different levels that many player styles and levels will be able to co-exist without causing imbalance. In other words, it'll be easy to play the game, but a challenge to master any of the vehicles and certainly the advanced features like vehicle distribution and supply flow. Skill in combat will shift from say, how fast you can bring guns to bear, to your ability to make good decisions quickly under fire. Snail: Or, how well you and a few others can work together tactically as a team…right up to how well your side can plan and prepare for battles in a strategic sense. There will be different levels of play, and a lot of incentive for your teammates to "train" you if you're finding something hard to master. |
Immersion and Player Control Q. What level of control can we expect in the various vehicles? Say I am commanding a battleship in Blitzkrieg. Now say it is a very large and complex weapons platform like the Graf Spee. Can I choose to man the main and watch a target from the Gun Operator's position? Can I check the radar contacts? Can I gaze out across the ocean from the bridge? Mo: Yes to all, and more…steer the jalopy yourself, launch a spotter plane from the stern and call in the boat's fire from high above a target…it's gonna be a lot of fun. Q. And you have how many battalions at work in programming...? Same question with regard to a Sherman tank. Ok, I'd rather be in a Panzer division. Mo: I think the standard for tank sims has been set recently. You won't see any less control than is the norm now: commander, gunner, driver, or just hop on as a troop and rest your dogs while getting a lift to the front. Also, you'll be able to crew all the positions with your friends. These positions will all be accurately modeled and historically true. The sights will be the same ones that the tankers used back then etc. The Strategic Game Q. Now tell us about the strategic game. How do I move from a lowly tank gunner to command of a tank division? How do I get from there to command the entire German force, or can I? Mo: First off, you'll never be a lowly anything in WW2 Online. From the entry level on up to the highest rank, you'll be able to fight in vehicles of all types in combat. The higher game functions will be more along the lines of creating mission outlines, setting deployment orders, and articulating supply flow. It will all revolve around rank. And rank will come from your mission record. You do good? You get more responsibility. Snail: Specifically, you do good for your side, not just racking up personal score. Having a lot of kills might look nice, but if you're getting them all in a place where your side is winning heavily anyway, it might not matter as much. Q. The old, "right place at wrong time, eh?" Tell us about the command interface. What orders will a division commander issue and how is the tactical information presented to him? What about for the Theatre Commander? Mo: Here I'm going to pull rank and just say, it will be very important to be a good commander. Go to Part IV: AI and Decision Making
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