Hi, [MENTION=3101]PegasusArnhem[/MENTION], and welcome to Forum! I'll try and answer some of your questions but I reckon someone else might pitch in as well.
I would actually like to see the biggest maps possible, so your units can literally fight all the way from the drop zone, co-op style, to the bridge (Arnhem) or from the 7 Para drop zones, north of Ranville to Pegasus and then into the villages of Benouville / Le Port which they fought to keep the Germans away from the bridges.
If I understood correctly, you're wondering whether or not you can start at map X and move on to map Y in the same "map" (like a bigger campaign) sort of? If so, I'm afraid it won't happen, as we're already pushing the capabilities of both the engine and the hardware necessary to run it within an acceptable performance. To talk technical; we're aiming for a highly detailed world in open landscapes with tons of room to maneuver around on, and with bigger maps comes the problem of less accuracy.
To give it an example, a bullet shot from point A towards point B on a for instance, a 16x16 map could, unfortunately, experience some calculation problems on the server-side of things and you could experience problems hitting your target. This is only true for vastly bigger maps, but you get the idea.
Is this game only going to be an on line affair where I am going to be fighting against 13 year old wombles who have been playing this all week and have untold access to amazing weaponry
It's entirely online, yes, but don't expect to see any unlocks! We don't believe in that model, and we want an immersive, realistic but fun take on weaponry and mechanics. Having unlocks doesn't seem to fit either.
or is it going to be a much more realistic and measured affair, plus will there will be solo scenario game play, where you can play on the map against a computer opponent with actual objectives and less of a capture the flag mentality.
It will be a much more realistic affair, yes. People have been asking for some sort of single player gameplay but for the time being we're focusing entirely on getting the multiplayer part done. It might be something we'll look into later on, but that's just speculation for now. AI is an interesting idea but from my personal experience, they provide more headache than the fun you get from playing against real people, though it's doable for multiplayer actually!
I think a game of this type is sorely needed and I would certainly give it my full support - it there is a sticky which gives me an overview of the game and its full intentions could someone show me the link? Much thanks
We've covered some in our recent Road to OVERLORD series (
Part 1/3,
Part 2/3), where we describe and reveal some of the core mechanics and ideas behind the first iteration of the game.
Hope it answers some of your questions!
Maniche