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World War II Online FAQ: Gameplay

Will
I be able to play in more than one armed service?
You'll be able to play any branch (in ONE country) with each persona.
The more you complete missions within a single branch, the higher
rank you will be able to attain in THAT branch. For instance; you
can be a Captain in the airforce, a Sergeant in the Army, and a
Admiral in the Navy with one persona...of course this will take
you about two years and ruin your personal life...but hey...this
is war after all.
Will
all the different armed service braches interact?
Yup. Good luck blowing up a battleship as an infantryman though...
How
accurate will the unit modeling be?
Very accurate. You will not be able to engage a heavy tank with
a lighter one head-on and expect to win.
What
year will the technology set be based on?
It will start in spring 1940, but can be changed in the future.
How
will player rank names be determined?
Each service from each country will have correct ranks for them.
For example, you can be an American Colonel or a German Oberst in
the equivalent army service, etc.
Will
I be able to control a group of AI soldiers?
Squad control will definitely not make the initial beta run, but
it is slated to be investigated after the basic combat systems are
up and running. No promises on this one...
Can
I use every unit in the game as a novice level player?
Nope. You have to do missions and gain experience before you can
get access to the bigger and better units in the game.
How
will the in-game timeline work?
All the theaters will be supporting the same timeline. Mo will post
that timeline during the beta. Vehicles will eventually be "time
released" by the host, but we have to build 'em first The first
pass through, we'll introduce vehicles as we build 'em, and I'll
make that schedule as historic as I can. There are a few things
that we have to consider on what the overall timeline will look
like:
1) Production abilities.
We have to generate a time line that we can follow with realistic
dev cycles.
2) Compression. We
can't have the game take 6 years. I have a basic timeline drawn
up now, and I'll be editing it as we go keeping my eye on our dev
patterns etc.
3) Vehicles vs terrain.
On the first pass through WWII we will be introducing theaters in
an order that approximates initial heavy fighting in those locations.
Vehicles will be introduced in an order that approximates when and
where they saw their first heavy action. Our first round through
will be more approximated I imagine, we will have to leave out some
vehicles, and conglomerate some terrains. By the time we get to
the second and third time through the war we'll have a great vehicle
and terrain set from the beginning, and we'll probably look at opening
the whole thing in '39 rather than '40. As far as "I like 1944
the best". We'll probably support special events after we get
up and rolling. So World War Two Online managers and players can
plan and run special scenarios. Keep in mind though, World War Two
Online will be a dynamic, ongoing, persistent, environment...if
you spend a hour at that special event you might find San Diego
has been sacked in the "real war".
Can
I fly across Europe?
You'll be able to fly across Europe if you like, or drive
across, but it would take a very long time (more than anybody would
devote to one session of gaming).
Will
I be able to respawn immediately and jump into combat?
Time to combat is taken into account, and we intend it
to be long enough that a player isn't respawning in battle and therefore
impossible to kill, and short enough so that the player can get
back into the action and it isn't a total drag.
Yes, there will be
a delay before respawn. We can't really say how just yet. We need
to take the systems we have on paper through beta first to see when
they need tweeking. We won't support "instaspawn" after
death.
Is
teamwork required?
Of course, if you want to win. If one side is mindless
fraggers and the other side organizes, I guess I already know who
will win the battle (hint: not the fraggers). And after losing a
few battles, I believe the fraggers will organize themselves and
start using the tactics that had been used to kill them previously.
The team that organizes and uses communications and tactics will
have an advantage. Those that don't work together with others around
them will simply lose.
What
kind of players will enjoy World War Two Online?
Everybody. The good commanders will find a way to harness
all those folks who just want a quick thrill, help those folks who
get in over their heads, and facilitate those folks who've spent
days or weeks putting together an operation. Our design goal is
to accomodate various styles of play and levels of enjoyment, and
encourage our command staffs to do the same.
Will
there be anything to limit weapon/vehicle selection?
Yes, there are a few factors.
1) Rank
2) Mission design
3) Spawning facility limits; i.e. can you use that weapon from that
spawn point?
4) Experience, to some degree
Will
players have access to maps?
Maps, vehicle performance data, and "other cool stuff"
will be posted.
UPDATE: The maps will not be as detailed
as the real world as there are numerous hamlets/villages/etc that
will not be mapped in detail for gameplay purposes. You won't be
able to find your house but you will see major structures and landmarks.
What
vehicle variants will players be limited to?
Players are limited to historical vehicle types and sub-types.
Will
cities have landmarks?
Yes.
What
about special scenario events?
"World War Two Online is an ongoing 24/7 scenario!
Oh, *those* scenarios. They will be looking into running special
events once a few theaters open." UPDATE: Special
events like Kursk, D-Day, etc, will be run from time to time, some
even during the open beta.
Will
there be attack/mine dogs?
Sadly, no.
Are
there going to be civilians?
Sorry to
disappoint all you trigger-happy duckshooters out there, but no,
all the civilians have fled.
Can
enemy factories be captured?
That's the
idea. Factories can be captured as well as supply veins, thereby
granting your side resources.
How
does rank work?
Rank is
gained by completing missions. The more missions you complete, the
more mission points you generate, and the higher up you go in the
rank food chain. Rank will not go to the player who plays the most,
but it will go the player who plays smart, and uses a team paradigm.
It'll be the only way to complete missions. The guys who want the
rank will have to simply work at it; it's going to take a while,
and it's going to take more than just "playing". A rank runner will
need to pick his missions carefully, and make sure he can complete
them.
"Rank in WWIIOL
will be tied to what you do in the game, and how well you perform.
Not to how many folks you know, or are friends with. Nor how well
the guy next to you did.
The higher functions
of the strategic system, like supply flow and vehicle deployment
are going to have a huge impact on the flow of battle. To give those
responsibilities to players without regard to their experience within
the system they will be governing, is asking for enormous trouble.
As players gain
ranks through completion of missions they will be taking valuable
experience with them up the ladder. Stuff that tells them intuitively
what makes or breaks a mission, or which supply flow routes are
is vital, and when. Or even how far back from the front to deploy
the best tanks so they are effective but yet not too vulnerable.
Stuff that player learned in hard fought battles.
Without a balance
of experience and success, a player will have to guess at what works
until they hit it right. Depending on how long that might take,
it could cost the battle, the front, the theater, and ultimately,
the war itself when advanced systems management is at hand.
The idea of points
for accomplishment is a good one, but points for random distribution
within a unit is not a good idea. You must let folks distinguish
themselves as individuals within a squad, or as simply individuals,
so the players who "want" rank, and play well enough to get it,
do. They also help spread the wealth of rank throughout the whole
community rather than aggregating it in specific units where my
buddy gets points simply because he "died well" last week. Well
turns out the guy plays will his family cat on his lap all the time
and is very distracted. Might not be a good idea to give him the
keys to the last CV."
Can
you decline promotions?
Yes, you
can decline promotions if you'd not like to take up the responsibilities
that said rank entails. As you complete missions, you'll earn mission/rank
points that will be stored regardless of your current rank. So you
will be able to decline the promotion to Captain for as long as
you like, then take it up later on.
Can
you be demoted?
Nope. Your rank points can be lost but not your current rank.
If you cannot perform your duties, you will stay at your current
rank but find it harder and harder to get promoted.
Will
current squads who have rank outlines be able to keep/start with
their stated rank in-game?
No. Rank
will have to be earned, not claimed, but this in no way alters the
command structure of a squad - that's up to the players themselves.
However, it might be wise to restructure to fit the game's ranks.
Do
you have to be in a squad to play?
Of course not! Any player can join a mission and attempt to
complete it. The only advantages squads have is a private communications
system and the ability to post and run private missions. Other than
that, the playing field is very level.
How
specific will missions be?
Mission
outlines will specify unit type and strength. Tanks can't go on
an infantry mission, but they can go on an infantry support mission.
If a mission calls for infantry, you'll only be able to select that
mission as a trooper.
What
AI installations are planned?
AI bunkers
on the front.
AI guard posts
at critical bridges or road junctions.
AI AAA guns for cities, factories, bases.
AI truck convoys from cities to bases.
AI convoy ships.
Will
fuel and ammo be limited?
Yes, fuel
and ammo in your vehicle ('vehicle' includes a grunt) will be limited
and you will have to get resupplied at a base or some sort of supply
depot. Whether or not you can get resupplied on the front is unknown
at this time.
Will
there be a system in to prevent one superior set of vehicles from
dominating an entire arena?
Yes, there
will be "leashes" in place. For example, the better vehicles
might have only 2-3 bases from which to spawn, and if those bases
are destroyed, that vehicle can no longer be used. The commander
must place the bases in strategically sound locations so that they
can be used effectively and not put into any immediate danger.
Will
gunners be able to join in mid-flight/mid-missions?
Gunners
(and other crew for crewable vehicles) will be able to join mid-flight
but will not gain the same amount of mission points if they had
been there from beginning to end. The gunners/crew are already in
the vehicle when the mission starts, the players are just inhibiting
their bodies - meaning that if a part of a vehicle is destroyed
and a gunner/crew member was there, a player cannot take up that
position.
Will
there be high-caliber artillery?
"Yes. Standing artillery will require a rank level to operate.
But players will be able to man them for sure."
Will
roads be a faster way of transportation or will all terrian be the
same?
"Much faster. All the different terrain featues will have
seperate "friction" co-eficiants. Roads will allways provide the
fastest mode of transport...especialy when they are covered in ice!"
Will
different types of pillboxes be modeled?
Yes. Concrete,
sandbag, etc.
Will
score be kept?
Yes, your
score will be kept track of by the server, but it is a very different
concept compared to rank/mission points. Your "score"
is more of a bragging right ("I have more kills than you,"
"My hit percentage is higher than yours," etc) than a
tool for mission use.
Will
camping be possible?
It looks
as if it's safe to say that it won't be. "While any one
can hang around an airbase (brave the AAA and local air power) to
hunt folks, there will by dynamic spawnpoints for all vehicles and
troops to a degree. There will not be "one spot" where a vehicle/troop
will reappear. There will be multiple spots that shuffle the spawn
requests dynamically.
Now then, "vultching"
is a perfectly fine tactic in keeping your enemy down, but it's
prone to annoyance to the vultch-ee. With that said, we are helping
to eliminate spawning "in the sights", but ultimately campers find
a way and they do their thing. All spawn locations will be...let's
say…uhh, "bristling" with defensive units. From machine gun nests
to AA and AT weapons. It's going to be a tough task to interdict
a spawning base.
Also, troops and
AFVs on the front will have a dynamic spawn system that is more
flexible, and that I can't reveal right now :P
Vultching will
be harder to do in WWIIOL than it has been in other online combat
sims, but it's always going to be a possibility."
Spies!
Can they be stopped?
Of course! Spying will be made obsolete because, upon switching
sides, you will not have sufficient rank to find out any useful
information. As a private, you only know what you need to know in
order to complete a mission. So, instead of "Operation Market-Garden"
falling into enemy hands, all that they will know is that the "Allies
are planning to destroy a bridge somewhere in the Low Countries."
And if that wasn't enough, there'll be a side-switch "time
out" in place to prevent you from instantly switching back
to your preferred side. You will have to swick with that country
for an extended amount of time.
Those in the upper
ranks who are caught cheating (meaning, adversely affect gameplay
for the masses) by giving out information to the enemy on purpose
will be dealt with personally by Cornered Rat Software game managers
by being seriously demoted or banned.
Will
allied countries (countries of the Allies and countries of the Axis)
be able to share vehicles?
No, they
will not. You will have to be a member of the said country to use
said country's vehicle in battle.
Will
players be forced to sign up for and undertake missions?
No, that's
all up to them. There are, however, benefits to undertaking missions,
such as, but not limited to, mission points, fame, praise, etc.
Will
players spawn in their vehicles?
No, they
will have to "scramble" to them. Rather, the vehicle is
spawned separately from the player and the player must get into
it.
Any
word on medals?
We know
that they'll be in and will work on different levels (medals used
inside squads and issued by squad leaders will serve a different
purpose than medals issued by the country's commanders).
Can
rank be transferred between the armies of two different countries?
No, rank
cannot be transferred between countries.
What
determines the lifespan of vehicles?
Vehicles
will be phased in and out based on their real-life service records.
Will
vehicles be able to 'break down?'
If they
are abused or stressed over their limits, chances of failure will
increase (you will have the ability to modify your vehicle to a
certain extnent; abusing it increases failure as well). However,
if you leave the vehicle as is, no modifications, and operate it
under prime conditions, there will be no 'random' failure. Vehicles
that had a tendency to malfunction/break down when operated under
non-optimal conditions will do so in World War Two Online as well.
Will
you have to start your engine?
Of course,
and there's a random algorithm in place to see if your engine is
in the 'mood' to get started; meaning, you might have difficulties
initially getting it started.
What
will stop players from doing 'kamikaze' attacks?
The way
the missions are scored will take care of this: upon death, all
streaks are reset and you receive no rank points.
Can
you steal/operate enemy vehicles?
No, this
is not possible.
How
do factories effect a country's resources?
Factories
amplify a country's resources; 'put in 10, get out 100' sort of
system. When factories are destroyed, they are limiting a country's
supply by 'factors', not just one building. The resource flow would
be significantly slower but the damage is still the same. This results
in withering front line defenses.
How
does supply work?
The supply
system (convoys controlled by the strategy system) utilize roads,
rail lines, and shipping lanes to deliver resources the infrastructure
can produce to the front lines.
Will
a single truck satisfy all supply concerns?
Of course
not. If you're fielding multiple vehicles, you will need more than
one truck to get resupplied in the field, or to resupply a base
for that matter.
How
are supply missions scored?
Supply missions
are scored based on how many players you supplied with the equipment
you had available. Did you give out all your equipment? Did you
supply as many players as possible? Giving it all to one person
won't give you the maximum points possible.
What
happens when I die?
When you die, points for your previous mission will be weighed,
and score for your accomplishments will be calculated and posted.
You won't lose experience or rank by dying, but all of your streaks
(kills/death ratio, death/kills ratio, etc) will be reset, with
the longest streak being posted to your score tally.
How
will friendly fire be prevented?
Friendly
fire will be prevented by either using the "killshooter"
system (the person who fires at a friendly takes the damage instead
of the target) or the "freezeshooter" system (most likely).
Is
squad rank different from your rank based on mission points?
Yes, it
is. The two rank systems are entirely separate. Squad rank will
only matter within the squad and is decided by the squad, while
rank based on mission points is relative to the entire world.
Will
all AA guns be fired by the AI/Otto?
No, only some, to ensure that one group of players don't occupy
the guns and refuse to fire them on purpose. Some will only be mannable
by players.
Is
a joystick required to operate a gunner position on any vehicle?
No, but it is optional and preferred for guns that require an
extended 360 degree field of view.
What
ammunition types will be available to players?
Depending
on your gun, any ammunition type available in 1940 will be available
to you in Blitzkrieg.
High
Commanders
What
special powers to commanding officers (generals, admirals, etc)
have?
They get to control such things as resource supply flow and battle
order.
How
do I get to be a commanding officer?
It will be based on two main things. The
first is experience. You must have a respectable career in your
area of expertise and must have accumulated a large amount of
experience points. The second is your reputation. This isn't based
on a point system, but rather on how you interact with the other
players. To become a commanding officer, you must be sponsored
by a high ranking officer in the same side/country/service.
What
will prevent commanding officers from purposely making horrible
decisions in battle?
The World War Two Online staff will stay in close contact with
the highest commanding officers, making sure everything is running
along smoothly.
Will
the high command positions be rotated?
I'm glad you asked that because yes, they will. The World War
Two Online staff will rotate the positions to that everyone who
wants a chance to control the big picture will get it. Of course,
you need to be an exceptional career soldier and work your way
up the ranks, but the possibility is there.
Will
high commanders be able to tweak their country's production?
Yes, if the top level guys decide to, they can play with
how resources are used to increase ship production, though it
will cost them in other areas such as R&D, etc.
Will
high commanders be able to control the R&D (research and development)
aspect of their country?
Yes.
UPDATE: "R&D won't
happen right away. We need to finish a full vehicle set before
we can implement R&D, that'll take a while. Unfortunately the
way in which our R&D system works, we'll need a full vehicle set
available before we can put it into action. We'll test the system
in the beta, but we may not be able to implement it until we get
a full set of vehicles. Simply because, if one side develops,
say, Jet engine technology early, and we (CRS) have no jets done
yet...then that side has wasted time and resources that we cannot
deliver for them. I'm sure you understand why we'd want to avoid
that dynamic. But, it's in the design, and we'll get it tested
and ready for when we can implement it."
Will
mission planning tools include a map feature?
Yes.
How
will reconaissance work?
Reconaissance
is the gathering of information on enemy positions through forms
of communication or photographic intelligence. "Recon
is planned for facilities only at this point: cities, factories,
depots, bridges, airbases, ports, army camps, and fleet movement
etc. Whereas sightings of enemy combat units in action can simply
be reported on the radio to organize an attack. The difference
is that facilities that are recon'ed with a photo get a status
applied to them that commanders can use to apply "points values"
to missions against that target. Recon photos will have a time
stamp on them. Recon will not "fade", but the older it is, the
less reliable I'd guess it would be for mission planning."
Will
the map the commander's see be updated?
Yes, it
will be updated with
friendly positions, enemy positions encountered, and other information
that is vital to the commanders who are planning missions or just
evaluating the combat effort.
Who
gets to post missions, and where are they posted?
"Ranking players will be able to post missions only for
the service branch they rank in. The higher the rank, the more
"valuable" missions can be posted, towards more vital targets
etc.
Commanders will
divvy out targets to lower ranking officers to post missions against,
and yes we are planning on a points system like the one above.
Spending points to post missions etc...more details when it's
getting tweeked in beta."
Will
commanders be able to surrender on behalf of their entire country?
Yes, if
the war turns so south that nothing can be done, they'll have
the option of giving up. It is unknown as to what checks and balances
will be in place to make sure this isn't abused or used prematurely.
Are
high commanders the only ones who can post missions?
Indeed,
they are not. "Missions can be posted by a variety of
different ranks, not just commanders. Commanders will filter bigger
"campaign" goals to the lower ranking officers by setting target
priorities. The officers (Captains, Lts, Colonels etc) will then
post missions to these targets depending on their rank abilities."
Do
commanders have to set their own mission parameters?
No, that
will be handled by the system. "Players will not be in
charge of setting pass/fail peramiters for missions or individuals
on missions for reasons that should become obvious.
With the various
types of missions we have outlined there is no "one formula" that
will work for all of them. We have outlined a mission pass/push/fail
paradigm for each individual mission type, with various peramiters
interacting such as: Did targeted things get "blowed up"? Did
the player survive? Did the player get their vehicle/equipment
back home? Was the player in the right place at the right time
Etc."
Will
commanders have to worry about logistics?
Of course,
and if they can't manage the war on both a tactical and logistical
level, they will lose. Here's some more information: "You
want details? Well we haven't released them yet, but in overview
we'll take into account the logistics of moving units to the front,
the use of resources for repair and upkeep, the dedication of
resources for the building and upkeep of naval vessels and how
all of aspects are stored, used and allocated. A good commander
will be able to balance all of these issues to keep an effective
fighting force. A bad one will neglect some and over-emphasize
others and these methods will have a commensurate impact on his
forces.
in short, you
can play Ike and balance it all very well, or Play General Lee,
a tactical genius, but bad logistician. Long-term success will
depend on you keeping the troops in a condition to fight and still
providing your forces with the larger items that will help in
the long term."
What
are the benefits of rank?
1) Posting
missions
2) Running GCI, radar, sonar
3) Routing supplies
4) Commanding bases
5) Deploying vehicle types at selected locations
6) Commanding Capital ships
7) Diverting resource pools into ship building
... and more.
What
are the down sides to rank?
As you
gain higher rank, you will lose other lower-level responsibilities.
Do
commanders get to set the point values of their missions?
In a way,
they do. "The mission 'value' will be set by a trickle-down
point system that I cannot discuss, but it will give various missions
and targets value that will increase or decrease the mission points
possible to get on completion."
Will
there be specific squad-only/squad-specific missions?
Squad-only
missions are in the design, created by either the command staff
or the squad leader/CO (on two different levels, of course). These
missions will only be visible to members of the squad and cannot
be taken up by anybody else.
Can
I get an example of how mission creation will work, from the top
to the bottom?
Sure,
glad you asked... "A simplified Example:
The German country
commander wants Calais taken. He
received an email from his Naval command staff advising him that
the port at Calais would be valuable to have as a sortie point
for UBoats.
He agrees.
He then emails
his Army and Airforce commanders (and CC's the Navy guy) stating
that he wants the port at Calais, and that he wants it by December
10th.
The Airforce
and Army guys exchange some ideas on how to do it, and when. They
get a good general plan together and they run it by their lower
command staffers..."Bomber command" and "Fighter command" for
the airforce, and "Mobile command" and "Support command" for the
Army .
They all tweak
the plan until it looks good, and they have designed some basic
mission outlines that they think will pave the way to take Calais
by the 10th.
Now they distribute
the individual mission outlines (with recommended times etc) to
the squad leaders that they have used in the past, and a few new
ones they have seen doing well recently.
The squad leaders
then receive single emails that request missions against "vital"
targets on particular dates.
When the dates
come, the squad leaders post the missions and the squads run them,
and the results are...well, whatever they are
What the basic
WWIIOL player sees is simply this:
Missions on December
8th:
1) 109s patrol North of Calais at 1730hrs(100 points)
2) Ju88s bomb the French army depots at Amiens and Calais at 1750hrs(175
points)
3) Panzers and infantry sortie from a staging area south of Calais
for an assault on the BEF army post there at 1820hrs(200 points)
The panzer drivers
may never even see the 109 missions, the fly boys might not know
that the Ju88s are not a main attack but a diversion. And finally
the 88 drivers have no idea that there is an armored assault on
Calais...it's not their job to know. They do their missions by
choice and for the points.
Now-then, all
the above is homogenized for ease of digestion, but it's basically
the flow we are planning. There are a LOT of details left out,
but I think this will help clear up the idea of taking orders.
You won't have
a General yowling at you to take that hill…it'll be a mission
to accomplish. If you don't want to do it, then don't. But if
it's important to the "big picture" it will reflect that by it's
points value. And if you want to gain rank it'll look pretty good
to you…sure it's risky, dangerous, even insane…but this is war
you know "
Multiplayer
Details
The
Beta Test
Will
there be a beta?
Why, yes.
And
when will that be?
UPDATE: The closed beta
is underway as of late May, 2000. No more applications will
be accepted.
When
will the open beta be held?
UPDATE: This should be underway in the third
quarter, 2000.
How
do I get in the beta?
Just be patient, the open beta is still a ways off. Information
will be posted as it is made available.
The
beta is supposed to start after Y2K, will I still be able to
play in the post-apocalyptic future that is sure to follow?
Yes, you may escape the horrifiying truth of our post-Y2K, "Mad
Max" type future by playing World War II Online. UPDATE:
Surprise surprise, no apocalypse. Lousy
anti-Y2K programmers...
Can
I sell an account on Ebay?
Not sure yet, it will be looked into as the beta approaches.
What
will the pricing structure be?
No one knows, except "them". It will be a flat rate
though, so nothing too complicated.
How
many players per server?
The World War II region will be broken up into different "arenas",
each composing a different geographical region. More arenas will
be added as necessary. Rumor is that each arena will have about
1000 players initially.
Will
there be any ways to automatically balance the sides?
Yeah, there are "features" of the system that will hopefully
balance out sides... This is a big one the beta should answer.
Will
I be able to play offline?
There is a possibility of some sort of Offline play, but it would
probably be very limited at least at first. UPDATE: You'll
be required to qualify for specific vehicles offline before using
them in an online environment. This is mandatory for each vehicle
you wish to take into battle, whether it is now or in the future.
How
many players will be able to play World War Two Online once all
theaters are brought into the war?
Ten theaters multiplied by 1000... 10,000 players maximum
at any given moment.
Theaters
What
will the first theater of operations be?
The first arena will cover the German invasion of France and
the Low Countries in 1940.
How
large will this first arena be?
East to West it covers 1,444 Kilometers, and from North to south
it spans over 1,175 Kilometers.
How
much water will be in the first arena?
In Blitzkrieg: 1940, you'll have all the southern North
Sea area between England and Denmark, the entire coast of Germany,
Denmark, Belgium, and Holland, as well as the south coast of
England down to Normandy to sail around in.
Will
actions in one arena affect other arenas?
You better believe it. All of the arenas are interconnected
with one another.
How
many players in each arena?
As mentioned in 1.74, about 1000 initially.
Any
word on what the second arena will be?
Rumor is that it will be CBI (China-Burma-India).
What
about after that?
The theaters to follow will probably be Russia and
Africa, not necessarily in that order.
How
many total theaters will there be?
Ten in all.
Will
we have an Atlantic Ocean theater?
Yes, otherwise the Germans can't launch an attack on
the United States.
Will
1939 be modeled?
1939 will get attention when we "go around"
again, meaning after the war ends once going from 1940-1945.
Will
the same theater used in Blitzkrieg: 1940 be used in 1945?
Yes, the theaters will evolve together with equipment
and vehicles. Also, if you destroy the Eiffel Tower in 1940,
it will still be missing in 1945.
What
vehicles will be used in Blitzkrieg: 1940?
The following vehicle set is the planned set for the very final
release of Blitzkrieg: 1940:
· Curtis P75 Hawk
· Dewotine D520
· MS 406
· Hawker Hurricane Mk1
· Bristol Blenhiem
· Supermarine Spitfire Mk1
· A20 (Boston, and French D7)
· Bf109E-4
· Bf110C-4
· He111
· Ju87D
· Ju88A
· Ju52
· BEF Truck Bedford MW
· A10 Cruiser Tank
· Light BEF tank (Valentine)
· Char B1 Bis
· Renault R-35
· Opel Blitz
· Panzer PzKpfw III Ausf F
· Panzer PzKpfw IV Ausf D
· PzKpfw 38(t)
· Sd.Kfz 251
· Sd.Kfz 7
Will
the British Universal Carrier make it into the first theater?
Yes,
by open beta for sure.
When
will the StuG (Sturmgeschütz, 'Assault Gun') make an appearance?
It was
not in Blitzkrieg in signifcant numbers and will be included
in the next theater. By the time World War Two Online is "done,"
the StuG D, F, and G will be modeled.
What
countries will fight in the virtual war?
The
current country list, meaning in the 10 theaters combined, is:
United Kingdom, the Commonwealth, Russia, United States, China,
and France as the Allies and Germany, Italy, and Japan as the
Axis.
What
countries will fight in the first theater, Blitzkrieg: 1940?
Right
now, it looks like it will be Germany, the United Kingdom, and
France battling it out.
If
there is enough player demand for it (overcrowding of servers),
will there be a second war?
Of course.
"We might have two or even 3 wars running if that's
the case! With overcrowding of that scale, we'd be onto a whole
new set of gameplay issues to tackle (and we have thought through
a lot of them already, just in case). But, with the income that
would accompany a 10,000 player customer base, I'm sure we would
be able to put our "top men" on the job." UPDATE:
Not much of an update, but an update
nonetheless. "On the other
hand, if there are over 10,000 people wanting to play at once,
multiple worlds (arenas) may have to happen for many reasons.
In WB, there has never been enough player base to really warrant
more than one MA. In WWIIonline this probably will not be the
case."
How
will theaters progress/be opened?
New
theaters will be added/opened as they did in the real World
War Two timeline, giving the development team enough time to
create the "entire game." Once all 10 theaters are
complete and the war starts once more, the players will be given
full control over the world and the territory their country
wishes to take.
Will
the Eastern Front be eventually modeled?
"...are
you insane?? WE HAVE TO MODEL THE EASTERN FRONT!!"
What
happens after all theaters are completed?
The
Rats would like to model "1946" with prototype equipment,
as well as "1939" (perhaps even "1937").
What
theater will come after CBI (China-Burma-India, the next theater)?
Most
likely the Eastern Front.
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