Latest News «
Submit News «


Articles «
Comics «
Journal Entries «
Squad Reviews «
Rat Profiles «


Infantry Bootcamp «
Creating A Squad «
Maps & Radio «
FAQ «
Dictionary «


Official Forums «
Chat Room «


Previews «
Screenshots «
Book Listing «
Equipment Specs «
Links «


Feedback «
Site Info «
Link to Us «

Battleground Diecast Banner

 

 

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.

     

    « back

 

 

 
 

 


Playnet.com Privacy Policy

Playnet Inc., World War II Online, WWII Online, and Cornered Rat Software, are trademarks of Playnet Incorporated.
Copyright 2000 Mike DelPrete
"Booya"