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World War II Online FAQ: Combat

Naval Combat

Go here for the official description.

What types of missions will I be able to do in the naval branch?
Invasions, combat patrols, bombardment, and other offensive missions.

What is the crew composition like on a ship?
A ship will be made up of a squad of players, who are either human or computer controlled. This will make it possible for one human to captain a ship, but it will be less deadly than a ship crewed by experienced human players.

Will there be merchant ships?
Yes, there will be and they will be computer controlled.

Will aircraft carriers have operational aircraft?
Yes.

What will the first ships be?
Our first ship(s) will be a U-Boat, a supply ship, and a DD or Corvette. They are still a bit down the road on the dev schedule.

What U-Boats will we see in Blitzkrieg: 1940?
The first U-Boat types will be the coastal IIB and the seagoing VIIC. It is uncertain if both make it into the beta, but if only one does, it will be the IIB.

Will ships spawn at sea?
No ships will spawn at sea! Ships will have to sail in real time to get into combat. They can be set on course by players of sufficient rank, but once ordered to a waypoint they'll be happy to trudge along without the company of a player.

How will players take control of ships?
Players will be able to "join" ships in combat (or on patrol) and man stations that they are rank-qualified for...AAA, radar, sonar etc at ANY time.

Will there be AI/Otto on ships?
Some ship stations will be "manned" by AI for defense when players are not on board. But ships won't act "offensively" unless they are manned/commanded by a player(s).

Will capital ships be expensive?
Capital ships (not supply vessels or patrol boats) will COST your country resource points. Protecting them, and using them effectively will mean something to your side. UPDATE: "Capital Ships will be limited by a country's resource allocation and ship building production schedule. This will be monitored and managed by the country and naval command staffs of that country."

Is detailed damage control planned for capital ships?
Yes, flooding, balasting, fire control, etc.

What's the planned ship set for Blitzkrieg: 1940?
The final set will include coastal patrol boats for Allied and Axis, subs for both sides, a DD or Corvette class for each side, a Cruiser, and perhaps a BB or Pocket BB class. They're not sure about CVs yet; they might have to wait until the Mediterranean theater.

Will I be able to walk around on the ships?
That's not completely ironed out yet, but some capital ships will definetely have places where you can walk around.

What counts as a 'capital ship?'
Subs, DDs, and everything on up is considered to be a capital ship.

Will it be possible to swim away or use a lifeboat to get to shore?
Yes.

Will all compartments of a ship be modeled?
All compartments that have player-controlled equipment will be modeled.

Will the effectiveness of bullets against submarines be regulated by depth?
Yes, depth will be a factor.

Will ships that have machine shops be able to repair damage while afloat?
Yes, as long as it's humanly possible with just a machine shop (such as patching up bullet holes).

If a ship sustains heavy damage at sea, can a supply ship come to its aid?
Yes, but it'll have to be player-controlled.

Will the variable terrain of the waves affect the pitch & roll of vessels?
"Yes! we will have a full hydrodynamic model, with waves and their effects... it's just that we are probably going to have to take some shortcuts to get the visual effects looking tolerable."

Will submarines be blind and deaf underwater?
Blind, yes (unless surfaced). Deaf, no, there'll be true-to-life listening devices in place... other than that, no.

Will capital ships (persistant) send out a warning when under attack?
Yes, to friendlies in-theater for sure. They will also possibly somehow page/contact its commander as well. "Can you imagine being at work in a meeting, and your pager goes off. You look at it and it reads: 'Mayday from USS Arizona: Under attack, defending at GQ and awaiting orders SIR!'"

What is the smalles boat players can use without attaining further rank?
Right now, the smallest boats are the T-Boats and DEs.

Will players have to man sonar/hydrophone stations?
Yes, they will have to do it themselves. Ships will have limited search ability when operating under AI control.

Will players have to man the helm?
Yes, but only when the ship's course needs to be changed. It will stay on course until stopped or the course is changed for whatever reason.

Will players have to fire the main guns on ships?
No, only if they'd like to. They can be fired by the AI as well, but the AI is less competent than a player. Ship guns will always be available to the AI unless a player is manning them.

Will the thermal layers of the ocean be modeled?
Yes, they have to be; this is part of the weather system and will be required in order to get sonar working properly.

Can a carrier launch 200 planes to defend itself?
No, much like a base, carriers will have a limit as to how many aircraft can be airborne at any one time.

Air Combat

Go here for the official description.

What kinds of missions will I be able to fly?
Supply, recon, tactical, strategic, and rescue, to name a few.

Will I be able to fly missions at night?
Yep, there will be night fighters supported too.

Will planes be able to carry other players?
If your airplane has an empty slot or room for passengers, then yes. For example, you will be able to land in enemy territory and rescue a downed pilot.

What happens when I get shot down?
Downed pilots will have the choice of trying to fight/walk back or just jump back to base.

Can enemy aircraft be "stolen?"
"We want this feature to work but it is not at the top of our "to do" list right now."

What will the cockpit layout in aircraft be like?
It is being modeled to be historical, meaning that if the real pilot couldn't see an instrument panel by looking straight forward, you won't be able to see it either (without looking down).

To what detail will the engines be modeled in World War Two Online?
Judge for yourself; here's a small sample. "I'm happy to say that the revision of the engine modelling in WW2 Online went very well. Features supported now:

1) Variable pitch propeller, controllable by user (both rpm goverened props and manual props supported). It turns out, contrary to my initial guess, that manually operating the prop isn't all that difficult, I was able to maintain within 200rpm of a target very easily after about 5 minutes of flight, despite throwing the plane around the sky (Bf109 and BMW801-equipped Fw190s were manual pitch controlled, if memory serves)

2) Altered the way the prop pitch governer worked. Initially I modelled it to "ease" into the rpm, but that's not how many of the WW2 era prop governers work. Many props work on the principal that the pitch increases when the rpm is too low and decreases when it's too high. If the prop's pitch is way out of kilter with the current flight regime, this will almost always result in an overshoot of the prop pitch. The end result is a damped oscillation around the desired RPM, an effect I first saw when I went on my T-6 Texan ride. It's really cool to watch it in action.

3) Engine modelling is now a pressure based system. The atmosphere (and the supercharger, if its a supercharged engine, most ground-vehicle engines of the era weren't) controls the maximum possible airflow into the engine, regulated by the throttle. If the engine can "suck" more fuel/air than the throttle lets through, the throttle will regulate it. The net effect is that the throttle now works just like a real throttle, where it's effect on power is dependant on RPM and the overall capacity of the engine. The manifold gauge will read the effective pressure between the throttle and the cylinders, which is different than the feed pressure.

4) Engine pressure fed into the engine (the airflow that goes to the throttle, not the airflow to the cylinders) has been completely revised. For naturally-aspirated engines, this, of course, is based on atmospheric conditions. For supercharged engines, this is based on the RPM of the engine (for centrifugal, mechanically-driven superchargers), and the atmospheric pressure. The net effect is that even though at max RPM the engine will receive full pressure up to the critical altitude of the supercharger, at reduced RPM, this critical altitude also gets reduced. For example, a particular engine at sea level might pull 50 inches of mercury maximum for 3000rpm and 2200rpm, however at the critical altitude of 18,000ft, 3000rpm might still pull 50 inches, but 2200 rpm would pull considerably less. Inches of mercury, for those not familiar with various notations of pressure, is a way of describing pressure, in this case it's the manifold pressure into the cylinders, which combined with RPM helps determine the power output of the engine. Thus at both altitudes, you'll get the same power with this engine at 3000rpm, but less power for 2200rpm at 18,000ft compared with 2200rpm at sea level.

5) Altered the way idle is controlled. Idle is now controlled just like on a real engine: you set how big the smallest opening between the manifold and the air intake is. The effect is that at higher-than-idle rpm, each cylinder firing contains less charge (fuel/air), resulting in compression being a bigger and bigger effect (this is why you can compress-brake in an automobile). Below idle RPM, the same opening allows each cylinder to contain a greater and greater volume of fuel/air (longer time the valve is open, so more air can get in), driving the engine RPM up to idle. One nice side effect is that when you start the engine, it'll initially be nice and throaty as each cylinder fires with a nearly-full charge, petering out as the RPM climbs to idle, just like in a real engine.

6) Starting sequence changed. Now when you start the engine, a starter motor attempts to spin the engine at a certain RPM to help the engine "catch". Once it catches it has to speed up beyond a certain RPM to prevent stalling. For propeller planes, where you have a lot of mass to accelerate (that big prop), it might take several "catches" before the prop gets enough speed to keep going. Depends on the engine of course :) And of course, once the engine has been running for a while, and is then stopped, it'll start back up much easier. We're planning on implementing a catridge-starter system for those planes that had them sometime soon.

7) Added exhaust temperature vs atmospheric temperature effects on power output. Basically this means that as the air gets colder, you get a slight boost in power. A slight, but important effect for airplanes that tend to fly at higher altitudes."

Can the oxygen tank/system be damaged or destroyed?
Indeed. This will force you to get to a lower altitude, and fast, lest you suffer blackout.

Will fatigue of the aircraft structure be modeled?
Yes... a damaged wing spar may tear off under enough pressure.

Will the expending of ammo affect the mass/center of gravity of vehicles?
Yes, as well as fuel consumption.

Will damage to the aircraft skin effect the drag and lift of that component?
Yes, the damage will be an analog curve on the flight model side... increased drag, etc.

Will there be different types of ammo?
Yes, each historical ammo type will be represented, and pilots will be able to create custom belts by mixing the ammo types throughout (although it is unknown if this will be a feature set in from the start or something added later on).

Will aircraft fall all the way down to the ground when disabled to explode in mid-air?
They'll fall all the way as long as there's still something left of the aircraft.

Can small-arms fire from the ground kill a pilot?
Yes, if he's flying low enough and it penetrates, or goes through the windshield and hits him.

Can the propellor be destroyed?
Yes, as well as each blade seperately.

Are all airfields going to be the same?
No, there will be several different types (small, medium, large, grass, cement, etc).

Can players join missions, as gunners, late?
Yes, it is possible to missions that include vehicular gunners late or mid-flight, but latecomers will not get mission points for completing the mission. To get full mission points, you have to sign up for the mission and stick around for the entire flight (and battle).

Will players be able to manipulate convergence levels?
Of course, that's in the plan.

Will bombs be 'laser-guided' and destroy objects in their surrounding area?
No, bombs will have a proper blast radius and will not damage a target unless they actually damage it (meaning the target is within their blast radus). Bombs were area-effect weapons and, to be used effectively, will have to be used in the same way in World War Two Online.

Will bomb aiming devices be always on-targe and accurate?
Aiming devices of the time were not always accurate and will be represented as such. The lack of accuracy of high altitude bombers accounts for the popularity of dive-bombers and dive-bombing methods.

Will there be wingtip vortices?
Yes, planes that are pulling high Gs will have wingtip vortices. These will tie in with the humidity level and be displayed differently based on humidity.

How can planes rescue downed pilots or infantrymen?
Any empty crew seat on a plane can be filled by a player. A bomber with open crew stations can be filled by an infantry squad, for example. It will not be possible to "cram" people into single-seater aircraft at this point.

Will bombers have AI/Otto gunners?
Yes, but they will be less competent than a player.

Infantry Combat

Go here for the official description.

What will the infantry part of the game be like?
The closest thing to compare it to is Hidden & Dangerous or Rogue Spear.

Will there be combat engineers?
Yes.

Will water-borne landing craft be modeled?
Yes.

What concealment will soldiers have in the terrain?
As an example, snipers can hide in trees, bushes, hedges, etc. It will be easy enough to spot targets through concealment which you could normally see through, such as bushes, and that is being worked on right now.

Will we have access to sticky bombs (anti-tank)?
Most likely yes. For the German variant, you'd stick it on a tank, point end out, and detonate it like a hand grenade.

Will there be medics?
Medics are up for debate. On one hand, they were useful in combat, and on the other hand, they might not be very fun to play. The Rats are always open for suggestion.
UPDATE: Things are still up in the air as far as medics go.

Will we be able to use mines?
Mines are a "maybe" right now, as it might be difficult to track each single one on the system.

Is there any limit as to the amount of weight or ammunition that can be carried by infantry?
Realistic limits for ammo, fuel, etc. But you will be able to get re-supplied by freinds in say...trucks!

What positions will I be able to use as an Infantryman?

- Walk
- Run
- Crouch while walking/running
- Prone
- Crawl

Will troops have anti-tank (AT) weapons?
Yes, they certainly will.

What about mortars?
Them too.

Can you take control of someone's soldier when they leave the game?
No.

What forces will affect the troops?
There are three systems in place that will hinder a troop's ability in the field: a fatigue system, a shock system, and a blood loss system. "blood loss, trauma, fatigue, inability of doing certain functions, falling down, death"

What does blood loss affect?
"We will be treating blood loss as the determining factor to your "health", and your ability to defeat "fatigue"."

What exactly is 'shock?'
"We are looking to model shock as a type of damage IE: a "force". If two guys are down to fist 'a cuffs and pounding on each other's heads, they will be dealing out shock damage."

Will a shot in the leg cause a player to limp?
Yes.

Will troops be able to use explosives?
Yes, but probably later on.

Will troops be able to enter buildings and use them as cover?
Yes, any building that is enterable. There will be some that cannot be entered.

Will troops be able to dig foxholes?
That's a big "maybe" at this point.

Can players join missions, that require transport, late?
Yes, it is possible to missions that require transport (by truck, by airplane, etc) late or mid-flight, but latecomers will not get mission points for completing the mission. To get full mission points, you have to sign up for the mission and stick around for the entire ride (and battle).

Can infantry ride on tanks?
Yes, this'll be possible.

Will infantry have access to flamethrowers?
Eventually, yes, but not in the initial releases.

Will water slow troops down?
Being in water will slow troops down, yes. Being wet (i.e. in the rain or coming out of water) will not.

Will snipers have to hold their breath to take a shot?
In order to keep their sight from bobbing and get a steady aim, snipers will have to hold their breath at opportune moments. Can't hold it forever, though...

Can limbs be severed?
This is a "maybe" at this point, because it is a bandwidth issue and infantry damage models are complicated/detailed as it is.

Will you 'see' damage?
You'll be able to see the locaized damage both in your first-person view and on other players.

Will troops be able to lean?
Yes, troops will have the ability to lean, as well as more ways to move their head than in any previous first-person game.

Why are the current infantry models I have seen rather skinny?
That's because they don't have any of the standard equipment on them (bandoliers, weapons, grenades, etc).

Are motorcycles planned?
Yes, they are, as the Germans used them extensively.

Will there be a limit on what gun a player can take for a mission?
Yes, there will be several restrictions on weapon selection. One of them will be downright mission restrictions. Missions posted for infantry can restrict certain weapons from use if they are not needed, and go as far as telling those who undertake the mission which weapons to use and allowing nothing else. Another will be supply restrictions at the base that the mission is starting at; it might not have all the weapons required for that mission. Another is weight limits; you can only carry so much, and some missions will have a weight limit set to prevent the taking of too much equipment.

Will weapons be limited altogther?
Yes, but only heavy weapons. There will be a limit on how many heavy weapons can be spawned at any one time from each base.

Can a weapons cache be depleted?
No, once someone using an MG42 dies, another MG42 is free to be used by another player. The heavy weapons cache can never really be "depleted."

Will bolt-action rifles have to be 'cocked' prior to each shot?
Yes, you will need to cock the bolt/reload prior to each shot, and then eventually change the clip.

Will infantry be able to use their fists if they have no other weapons availalble?
Yes, and maybe even throw their helmets (maybe, at this point).

Can infantry pick up/carry a dead teammate?
No.

Tank Combat

Go here for the official description.

Will there be mobile antiaircraft guns?
Yes.

Will there be antitank guns?
Of course.

Will there be different types of AT ammo?
All the basic round types will be modeled and eventually there will be a load of AT stuff. For the first go they'll probably have 1 or 2 AT weapons per side.

What is the importance of trucks?
The players that keep the trucks going to keep replacements getting to combat during a battle faster will have an advantage.

Will artillery find its' way into the game?
"We will definetely support artillery units, both fixed and mobile."
Update: "Players will be able to fire towed artillery pieces, and spot for AI defensive guns. The towed "arty" will be manned by multiple players, spotter, operator etc. Part of the challenge of artillery in WWIIOL will be successful deployment. You'll have to find a good spot to fire from, and you'll have to find it quickly in combat. Defensive positions will be AI controlled and players will be able to call them to correct etc. Players will also be able to supplement defensive positions with the towed pieces as well."

Will artillery rounds be supersonic?
Yes, even if Hollywood does them wrong, World War Two Online will get them right.

How will mobile artillery be moved?
Players will have to spawn mobile units to get artillery vehicle into combat.

Is there AI/Otto artillery?
Some form of AI artillery stationed at bases can be called upon by players in the field.

Will tank hatches work?
Tank hatches will be secure, but if left open, well, you can guess what might be possible.

Can vehicles be disabled by destroying tires/tracks/etc?
Yes.

Will the expending of ammo affect the mass/center of gravity of vehicles?
Yes, as well as fuel consumption.

Can tanks destroy one wall of a building and then enter it to hide within?
Probably not. While the damage system is very detailed for vehicles, it will be simplified for buildings to help keep the strategic system running efficiently.

Will tanks be able to generate smoke for cover?
Yes, tanks will have smoke rounds.

Will a tank crew be able to select ammo types?
Yes, for example, AT or HE rounds.

What truck will be available to Allied players in 1940?
The Axis players will have the Opel while the Allied players will have the 15 cwt 4x2.

How till the tank commander control the tank?
The tank commander will have a way to send commands to the driver while still in the tank commander position.

Will AI crew the entire tank?
No. You will have to fire all guns by yourself, be it machineguns or the main turret.

Are there loader positions?
No, this process will be automated.

Can tanks run over people?
Yes.

 

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