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World War II Online FAQ: Game Features Are
there going to be seasons? Even
fall? Is
there going to be weather? Night
and daytime? What
will the icon system be like?
"During the beta we'll be getting feedback from players and streamlining systems for gameplay. Icons are a very big issue, and we want to get a system that'll enhance gameplay without generating fallbacks or loopholes. We are also open to "no-icons" if certain instances prove both playable and compelling without them. Regardless of the system a developer looks at, there are always more issues playing on it than initially identified always. Icons are one of the most delicate systems in an online gaming environment. We are taking a lot of time and care looking into improving the icon standard without "breaking" it." Will
the missions and campaigns be player controlled or predetermined? Will
there be any special reenactments? When
will the USA enter the war? Which
countries will be in the game? Will
there be waves? Any
word on the damage model? How
will the physics model work? Will
there be varying terrain? Will
there be trains? They will be interdict-able by enemy players and should provide a nice smattering of "targets of opportunity". Will
there be AI/Otto defenses? Will
I be able to communicate with other players via my keyboard? Will
there be unique character models and skins? It's likely at the
start you'll just get an average guy for each nationality, and they'll
add in additonal choices as they get them done. Will
there be female character models? Will
there be non-mechanial transport (animal)? What
about offline training? Will
there be an 'easy mode?' First off I think easy mode in WB has been given a bad rap. For most folks coming into a sim like WWIIonline it will be a very daunting task to fly a fighter plane into combat. There are two simultaneous and difficult learning curves that are encountered by every beginning pilot at issue here. First is how to fly the plane. When WB first started the biggest initial question by most new pilots was "what's wrong with my joystick?" when torque took them off the runway at takeoff. Flying a plane with a realistic flight model when you don't understand things like accelerated stall and spins is a big learning curve for most people. Second is combat in a 3D environment. This a huge learning curve as well. Learning the strengths and weaknesses of aircraft as well as the art of fighting both horizontally and vertically is tough. 'Easy mode' lets folks fly without the learning curve of physics, it was the same flight model except it had limiters that cut off your control inputs when you approached stall etc., basically a fly by wire that wouldn't let you screw up, leaving you at a disadvantage as the real mode guys could hang it out a little closer to the edge and get an advantage. Then once the pilot was comfortable with the combat enough he could go to real mode and tackle his next challenge and get at the extra edge the real mode flyers have over easy mode. Whether an "easy mode" is the right answer or not is a good question. But having approximately 45% of new customers that leave citing "the game is too hard" as their reason for leaving isn't very appealing either. Been there, done that. And when over half prefer it to real mode when they have a choice what does that really say? AH has a good idea in that they basically set trim for takeoff, something real pilots do and works very well. I like that solution a lot. As well WWIIOnline will have other forms of combat that are a lot less complicated than flying fighters for folks who have a hard time at it. And lastly it is my hope that we will have enough customers to populate an "easy" world if it seems we need one in the future. Thats why the modes were mixed in WB, there weren't enough pilots to fill two arenas nightly when that was done. At this time though there is no "easy" mode and no plans to create one in the immediate future." Will
there be non-infantry player models? Will
some sort of documentation be provided?
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Playnet
Inc., World War II Online, WWII Online, and Cornered Rat Software, are
trademarks of Playnet
Incorporated.
Copyright 2000 Mike DelPrete
"Booya"