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Community Questions: Ask the Devs

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Aniallator

Member
the usual infantry squad had 12 men

Depending on maximum player count, this is an aspect I see departing from historical accuracy for gameplay reasons. If maximum player count in TW is 64 on 64, then great, twelve man squads (or however many men were allocated historically to squads of that country). However, if the maximum player count is 32 on 32, then I see the squad size being similarly halved to six for gameplay reasons. I'm not sure what capabilities CRYENGINE has in this department, if 64 on 64 in TW is possible or not.
 

FlyingR

Member
Depending on maximum player count, this is an aspect I see departing from historical accuracy for gameplay reasons. If maximum player count in TW is 64 on 64, then great, twelve man squads (or however many men were allocated historically to squads of that country). However, if the maximum player count is 32 on 32, then I see the squad size being similarly halved to six for gameplay reasons. I'm not sure what capabilities CRYENGINE has in this department, if 64 on 64 in TW is possible or not.

Yes yes of course. I totaly agree with you on that, 6-8 players (like in PR). As well I agree with you on the crounching run thingy.
 

Mirsaneli

Member
I wouldn't mind having crouched run in TW so long as it's implemented well; meaning, you don't run as fast as you do normally, and you're not crouched as low as a normal, non-moving crouch. It should also be more demanding on stamina. The RO2 crouch run is too fast IMO.

Yeah, I agree that in RO it is a bit faster than normal, but you must admit that it is a cool feature and the animations look really nice :)
 

Aniallator

Member
Hey devs, I was wondering... to what extent will equipment and units present at engagements in Normandy be portrayed in the same engagements in TW? On every map, will the same classes be available, or will available classes depend on the map? Take Merville battery, for example. In the assault on the battery, the Brit paratroops lacked the mortars and attached sapper units intended for them. Does this mean mortar and sapper classes will be unavailable to the Brits on this map? In the assault on the battery, the Germans had an AA variant of a halftrack (not sure what model). Will this be present on Merville in the game? Will maps pertain more (for realism reasons) or less (for gameplay reasons) closely to the actual engagements? I understand if you can't answer because it means releasing confidential information...
 
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Sydd

Member
Its not necromancy if someone posts here after 2 months yeah?

A. We all know that you want to give out as little info about the game as possible to surprise us whilst we play, keeping that in mind, will it be possible to join the German faction during operation OverLord? Secondly, will it be linear? As in historically accurate? Or the axis can actually defeat the allies?

B. Ranks: Will there be a progressive system in this game? If so, what sort of ranking structure will the player follow? Also, will there be a possibility to see the rank badges in game? (As far as the germans are concerned atleast, they had shoulder badges for the lieutenants and unteroffitzers. As for the Americans, they had the stripes right? So will this be implemented in the game?

C. Tank warfare: Will it be possible for tank commanders to communicate with each other through the radio? Also keeping in mind that we are looking at historical realism, will it be possible to "disable" tanks? If that's possible.. can there be a feature in which the tank can be repaired?

D. Will wind, humidity and gravity be factors affecting bullet drop?

E. What classes are you planning on implementing in the game, in the future are there plans for more classes?
 

mmiedzianyy

Member
Its not necromancy if someone posts here after 2 months yeah?

A. We all know that you want to give out as little info about the game as possible to surprise us whilst we play, keeping that in mind, will it be possible to join the German faction during operation OverLord? Secondly, will it be linear? As in historically accurate? Or the axis can actually defeat the allies?

B. Ranks: Will there be a progressive system in this game? If so, what sort of ranking structure will the player follow? Also, will there be a possibility to see the rank badges in game? (As far as the germans are concerned atleast, they had shoulder badges for the lieutenants and unteroffitzers. As for the Americans, they had the stripes right? So will this be implemented in the game?

C. Tank warfare: Will it be possible for tank commanders to communicate with each other through the radio? Also keeping in mind that we are looking at historical realism, will it be possible to "disable" tanks? If that's possible.. can there be a feature in which the tank can be repaired?

D. Will wind, humidity and gravity be factors affecting bullet drop?

E. What classes are you planning on implementing in the game, in the future are there plans for more classes?

There were few topics where your questions were discussed before.
A: What do you mean by : "...will it be possible to join the German faction during operation OverLord?"
I recommend you to read these topics :)
http://www.tractionwars.com/suggestions/3439-things-should-added-things-should-not-added.html
http://www.tractionwars.com/suggest...tion-mumble-close-combat-commander-other.html
http://www.tractionwars.com/suggestions/3484-some-nice-realistic-thing-tanks.html
http://www.tractionwars.com/suggestions/2600-realistic-suggestions.html
Some very extensive talk about the game, suggestions and of course dev answers :)
 

FlyingR

Member
Most of what you asked have already been answered in the forums. There will be 2 teams, Allies and Axis, in the first Chapter it will be Germans vs Brits, yes both factions will be playable, check the pictures as well, they can give you an idea.

To search faster go to the search toolbox and type stuff like gravity or whatever so you can find what you need! :)
 

Sydd

Member
So there was an entire section that I completely ignored... Let us pretend we never had this discussion. :rolleyes:
 

Aniallator

Member
Well I'm not a dev, but I can answer a few of these for you...

We all know that you want to give out as little info about the game as possible to surprise us whilst we play, keeping that in mind, will it be possible to join the German faction during operation OverLord?
We can play as the Germans, yes.

Secondly, will it be linear? As in historically accurate? Or the axis can actually defeat the allies?
Not sure what you mean here.

Ranks: Will there be a progressive system in this game? If so, what sort of ranking structure will the player follow?
I don't know, but I don't think there'll be a rank system... personally, I'd prefer not to have one.

Ranking just encourages playing for oneself rather than for the team; TW encourages the opposite. Ranking implies a point system to go up in rank, and points, too, encourage one to play for oneself. Even team-oriented points, like capturing an objective; let's say you're an LMG gunner. You should be set up on those sandbags laying down suppressive fire as your squad advances to capture the objective, but instead, you're off to cap the objective with your squad because you want to get those points. In a game like TW, point and rank systems just don't make sense.

Also, will there be a possibility to see the rank badges in game? (As far as the germans are concerned atleast, they had shoulder badges for the lieutenants and unteroffitzers. As for the Americans, they had the stripes right? So will this be implemented in the game?
Yes. In screenshots, you can see that the NCO has corporal's stripes on his sleeve. If you're referring to player ranks, then I don't know; it depends on whether or not we'll have player ranks at all.

can there be a feature in which the tank can be repaired?
There won't be, simply because for one man to repair a damaged or knocked out tank with a wrench just isn't realistic.

Will wind, humidity and gravity be factors affecting bullet drop?
Not sure about those factors, but I know bullet drop will be realistic.

What classes are you planning on implementing in the game, in the future are there plans for more classes?
Well, we already know of Assault, Bren Gunner, Grenadier, NCO, Rifleman, and Sapper classes; keep in mind, these are Brit classes, and German classes haven't been released yet. It's easy to guess a few more classes. A Marksman or Sniper class with a scoped rifle, a Mortarman class with a light mortar, and an Anti-Tank class with anti-tank equipment. Check out Part One and Part Two of the news update A Touch of British Class for more info on the known classes.

Personally, I'm dying to have a Medic and a Radioman class!

Hope this helped.
 

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Sydd

Member
Cheers mate!
Yes indeed they helped. What I initially thought was operation overlord was a linear stage in multiplayer, in which you are a brit trooper and you are to fight your way through the beaches and into normandy.. kinda like a campaign mode in single player? Which is why I got confused... Hence I asked, if its possible for the Axis faciton to win.

As for the ranking thing, I thought they would solely exist to prevent new players from trying complicated classes till they get a feel of the game, imagine everyone trying the sniper class..

Yes that figures I only asked cause i saw a wrench in one of the screenshots so I was wondering if there was a feature to repair your tanks damage.

Whats a sapper class?? While it would be fun to see medic and radioman classes, I dont really know about medic classes, I mean they are exactly the same as infantry class/rifleman class and they carry medic kits with morphine and.. ??Bandages? So.. Idk if its possible to implement them correctly right? Same goes with a radioman imagine you want to call an artillery strike on an enemy position and your radioman just... thinks that its a fancy time to take a walk.
 

FlyingR

Member
Hahaaha there's been a lot of debate about this already, so most of the answers are a maybe, can't say until confirmed.
Yeah, it is possible for the Axis to win, but like BF42 campaign, even if the Axis win I believe we still move on to the next map which would be deeper into Europe. My question is do we play as the whole British army or a specific unit or division? My guess is as the whole Brit Army.

As for the weapons, every player should get familiar with every weapon (there should be a training ground for that or against bots), because I would like that there would be a squad leader (NCO) and he would tell which weapons would each member use or at least the players should use their heads and think of the weapons that is needed in the moment, round or map. What I see in Project Reality is many people (new players especially) grab snipers in a small map which is useless. So the Sqd leader should have the final word or get kicked of the sqd/clan/etc.

Sapper usually has TNT or satchel charges, repairing or building stuff and laying mines.

We don't know how medics work here yet, but I assume there would be morphine and bandages available I guess. In my opinion it should take a determined time to heal a specific wound, so the more deeper or dangerous wound, the longer the time, but this takes a long time to code (I think) so it might not be available in the first chapters.

In my opinion radioman should be used to communicate with other squads and the commander. The radioman (with orders from the squad leader) could request to the commander for airstrikes, naval artillery, and ground arty, reinforcement or w.e.
Also it would be cool that if the radio got hit, it would get destroyed meaning that the squad would have no contact whatsoever with it's division unless they fix it or use an enemy radio.
 

Aniallator

Member
Yeah, a sapper's just an engineer. In TW, Brit sappers'll have a satchel charge, a Mk. II shrapnel mine, and a set of wire cutters. They'll be tasked to destroy targets and clear barbed wire.

As for bandaging, here's how I see it functioning; every class has one bandage for when wounded. However, that bandage won't stop your bleeding, just slow it. Only a bandage applied by a medic can stop your bleeding. Also, I think it'd be neat if when wounded, every now and then your vision blurs for a few seconds then returns to normal. A medic can give you a shot of morphine, and this won't occur.

I see radiomen being used for their radios to call in artillery, yes, but also to communicate between squads or platoons. The commander and any squad leaders should be able to go up to a radioman and press the interact key; this requests that he use the radio. The radioman can then press F1 or F2 or whatever to allow or deny him use of the radio. Thus squads or platoons can keep in contact with one another.

Seeing as there may be instances when radiomen are dead or missing, it seems to fair to have a few static radios scattered around the map as well. And I agree, it'd be cool if the radio were to become useless if shot!
 
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Sydd

Member
Hmm, but lets say static radios are placed everywhere, what's the point of a radioman class then?

Edit: My imagination of what happens if a radioman is introduced in the game.
WARNING! The Following Video Contains Profanity.
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FlyingR

Member
Static radios will be at headquarters, some trenches and forward operating bases that you build or are already built. They would be a backup just in case the Radioman is dead, or its radio broken.

Hahaha Ani, what you are describing for the medic is exactly Project Reality.

As well I was thinking, if you want to pick up a kit (either enemy or yours), it could take like 3-5 seconds or something like that, with an animation maybe?, by holding the button (G) rather than instantly picking it up.
 

Aniallator

Member
Static radios will be at headquarters, some trenches and forward operating bases that you build or are already built. They would be a backup just in case the Radioman is dead, or its radio broken.
How many static radios per map, do you think? Half a dozen? Can't be too many.

Hahaha Ani, what you are describing for the medic is exactly Project Reality.
Got to take it from the best ;)

As well I was thinking, if you want to pick up a kit (either enemy or yours), it could take like 3-5 seconds or something like that, with an animation maybe?, by holding the button (G) rather than instantly picking it up.
Yeah, that's a good idea; maybe a simlpe grabbing animation, anything more could be time consuming.
 

FlyingR

Member
Depends on the map. The main bases would have 1, or in the case of Pegasus Bridge (new update coming soon), the radio could be in one of the gliders. Sqd Leaders could either build FOBs/HQs (as long as there are supply crates or tube bags like the ones dropped from planes), or claim FOBs/HQs, for example they could claim like a building or the glider as a FOB/HQs then a radio, a map and few other things would spawn along.

I think that it would depend on the map really, but if not it should be limited yeah, maybe 1 in the main spawn (base, HQ, camp, glider, etc.) and then the CO/NCO could be able to build max 6-8 of course as long as they have the supply crates or the something similar nearby, and they would take time to build as well.

As for the animation of kit grabbing, yeah I agree, something simple could do the trick.

One question: How would you prevent the enemy (the Germans) rushing to the allied base (like gliders) and spawn camp them or vice versa? Will the distances be long? Will there be a shaded area that prevents the enemy from entering? A suggestion could be that the gliders for example, could spawn randomly between various specific points in the map so the Germans would never know where they would spawn?
 

Aniallator

Member
I imagine the gliders will be placed on the map where they actually landed in 1944, and thus, they can't spawn at random. So... I'm not sure what'll prevent the Germans from spawncamping, if not a simple "restricted area".
 

Maniche

Level Designer
Pathfinder Games
I imagine the gliders will be placed on the map where they actually landed in 1944, and thus, they can't spawn at random. So... I'm not sure what'll prevent the Germans from spawncamping, if not a simple "restricted area".

We have some cool ideas to prevent just that so not to worry!
 
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