• Welcome to the Vanguard Community

    These forums date back to the game's origins as the Crysis mod Traction Wars. Over the years the game and internet habits have evolved and discord.gg/vanguardww2 is now the principle home of the community.

    The team continue to read and reply to posts here, but we can be contacted more quickly on Discord.

News Update #56: Road to OVERLORD (Part 3/3)

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MaverickFM

Pathfinder Games
Following our discussion on some of the design behind the game in Part 2, in this update we continue our in-depth look at the mechanics which will give Traction Wars its unique and authentic gameplay experience.

Squads

Each team is divided into squads of eight players known as a “Section”. Each section is lead by a Section Leader who directs the group in the field to provide coordination and a focus to the other section members.


The Section Leader has at their disposal several unique tools to direct and support the squad in combat. These tools include the ability to mark objectives on the map, call in off-map mortar support, and placing of rally points to act as forward spawn location for the section as they advance.

The screenshot below shows the near final interface design which will be replacing the current placeholder interface used in Internal Alpha testing. The map you can see is the internal “mini” version of Pegasus Bridge which we use for testing. The full 32-player version will be released in OVERLORD.


The squad and class selection interface undergoing final adjustments before implementation.

Player Classes

The same interface is used for the selection of the players role in the section. Once players have selected the Section of their choice they can select from the available roles in the middle column.

In addition to the “regular” roles such as rifleman, more advanced and specialist roles are available on a limited basis.



Each of the four maps in OVERLORD will have slightly different role configurations depending on the historical events of the battle.

The most specialist roles (e.g. marksman) are only available to near-full squads and on a very limited basis. Each section will almost always have more than 8 roles available to choose from (e.g. up to 5 riflemen, 3 assault, 1 support, 1 engineer & 1 marksman = 11 roles). The result of this flexibility is that players will often be able to change their role in the game without having to leave their section-mates for a different section.



That’s all for our first look at some of the game design of Traction Wars. We are always on the lookout for fresh talent to join the team. If you think you have a skill which might be useful to us please head over to our recruitment page for details of our open positions, just like the one highlighted below.


Recruitment Spotlight

C++ PROGRAMMER
The role of a C++ programmer is very varied, with some scope for the type of task to be tailored to individual preferences.

Required:

  • Experience writing C++ to a design criteria/brief
  • Experience reading and debugging other people’s code
  • A positive attitude towards constructive criticism
  • Previous work to show
Recommended:

  • Experience in programming for a game/real-time environment
  • Experience in Server/Client/Network interaction
Our next update will be in two weeks, but in the meantime you can find us on social media from the links below.
 
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Esu21

Member
:O As Francesco said,it looks like a complete game,but sadly it isnt :( Love the interfaces,really nice job there. They look similar to the FH2 ones,and I like it!
 

LuckyOne

Member
Vanguard Friend
I spy a cross icon there! Medics confirmed? :D

Anyway, really good mock-ups there, very clean design and not too "modern". Can't wait to see it in action! Will the SL be able to place RPs from the map or will he need to deploy them on the spot?
 

FlyingR

Member
Good job guys! I love it! It looks like the date it's getting closer and closer!

Few questions, like Zainab mentioned, what's Second Two? A typo?
Will there be a medic then, as LuckyOne said?
As for marksman kit, did you guys found a way so a player will get into a near full squad, get sniper and then leave the squad or not follow squad's order? It happens a lot in PR and it's really annoying.
You can deploy Rally Points everywhere? There are no requirements? Even if there's enemy around or if there're no teammates around?
Can I have Pancho Villa in my team? Please?
 

Simon

Senior Member
Kinda like Project Reality system! Like it, makes it more balanced, instead of whole team running around with MG's :p
 

DerJoachim

Member
Limited snipers..rally points...call off-map mortar strikes....WOW , THATS EVERYTHING I EVER WANTED FOR A WW2 GAME!!! YEY!!

Just for info, will be mortar strikes limited per squad or per faction?? ( i mean, 1 per faction, 1 per squad or more) ?????

By the way the artistic direction and design is awesome, GJ.
 
Marvellous! Just... wow, I had no idea it was already this far.

Really good job, guys. This will probably be one of the best games I've ever played.
 

agus92

Member
Looks gorgeous!! I love to see that you got inspired from PR, a game I love as well. Will TW have mumble or a similar voice system?
 

FlyingR

Member
Is Benouville spelt with 'é'? No, right?

I'm guessing that the gray area is an area that we are not allowed to go into, but why not? I would prefer to have an open map so that there are many tactics to be employed to get the flag rather than limited space :/
 
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