World of Warplanes Developer Diaries. Part 5


Uploaded by WorldofWarplanesCom on 11.09.2012

Transcript:
#5 GAMEPLAY VARIETY
Flight Model Complexity
In working on the flight model we are trying to deliver a balanced combination of accessible controls with historically accurate World War II warplanes.
Sergey Ilyushin Producer
That is why, with some very minor exceptions, World of Warplanes offers pretty realistic flight models.
Kirill Glatskyi Aviation History Expert, Game Designer
Each plane has a distinctive character and combat style. A diverse selection of aircraft in the game will allow players to choose a model that matches their style of play.
Anton Muskeev Game Designer, Game Physics Team
[Anton Muskeev] Our goal is to provide players with extensive gameplay and at the same time make World of Warplanes reasonably accessible and enjoyable for
players of all skill levels. The more you play World of Warplanes the more expertise you get, and the more depth, tactical choices, and game options you learn and
uncover along the way.
[Sergey Ilyushin] In World of Warplanes you can do a barrel roll, take your aircraft in a vertical loop, perform a Immelmann turn, and other tricky maneuvers. Being good
at stunt-flying will, obviously, help you to gain an advantage in combat.
HISTORICAL NOTE
A "Dead loop," also often referred to as "Nesterov's loop," is an aerobatic maneuver that consists of a closed curve in a vertical plane.
On September 9, 1913 a famous Russian military pilot, Pyotr Nesterov, became the first to perform the deadly maneuver.
His Nieuport IV monoplane, powered by a 70 hp Gnome rotary engine, made the loop and safely landed in Kiev.
The Immelman turn, named after the German World War I flying ace Max Immelmann, is fairly simple but an effective aerobatic maneuver in which an aircraft accelerates
and executes an ascending half loop. Immelmann often advised to fly at a higher altitude than the opponent, and held a personal belief that he was
more vulnerable to attack when flying at lower altitudes.
[Sergey Ilyushin] The World of Warplanes flight model is built with consideration of most flight parameters, even seemingly insignificant ones like weight and resistance
strength of bomb loads and under-wing weapons.
[Anton Muskeev] World of Warplanes, however, does feature smaller distances and faster, more nimble aircraft than would be in real life dogfights. We sacrificed bits of
realism and accuracy to ensure fun and dynamic gameplay.
[Sergey Ilyushin] The core principle is that players should fight their enemies, not their aircraft.
UPGRADE SYSTEM
[Kirill Glatskyi] Every plane features multiple variations of ammo and engines, allowing players to tweak their planes modules to their liking.
A powerful machine gun provides better firepower, while an upgraded engine might make an aircraft more agile.
[Anton Muskeev] Heavily armed warplanes benefit from a lower response rate. If you install extra armaments the plane might get heavy and more
sluggish, making it more suited to perform certain slow-speed stunts, such as the Boom and Zoom. You can dive on the enemy, shoot at the target with as
little power loss as possible, and zoom back out of reach of the target.
[Kirill Glatskyi] Let's look closer at the Upgrade system through the example of the La-5 fighter.
HISTORICAL NOTE
The Lavochkin La-5 Modifications
The first La-5 took flight on March 21, 1942. The aircraft had 3 serial modifications and 2 prototypes.
The La-5F featured a modified radial M-82F engine that improved performance and solved the commonly occurring overheating issue,
while a refined canopy significantly improved the rearward vision.
The La-5FN was equipped with a powerful, fuel injected M-82FN engine. It had a higher roll rate and a smaller turn radius than the Bf.109G.
Among the La-5's most renowned pilots was the Soviet ace Ivan Kozhedub, who had the highest number of confirmed air to air
victories of any Soviet or Allied pilot. Alexey Maresyev, another legendary Soviet ace who flew the La-5.
[Kirill Glatskyi] La-5 modifications, as they are in the game, have never been used in any flight-based game before. Players can build a prototype,
installing whichever engine type, glider model and set of armaments they want. Many of these modifications went through testing and were flown as prototypes, but never
went into the mass production. It's a very interesting machine that offers a staggering amount of customization.
[Sergey Ilyushin] Players will be able to customize their planes and make them more personalized and recognizable in a fight, including being able to choose from
several camouflage schemes and decorate them with emblems and pin-up art.
DAMAGE MODEL
Igor Lyogenkyi Lead QA
The damage system provides a certain degree of realism and illustrates the vulnerability of aircraft in the game.
[Anton Muskeev] Warplanes consist of numerous individual parts that impact their damage model.
[Igor Lyogenkyi] Almost every plane module is susceptible to damage: cockpit, tail, engine, even pilot, nearly everything.
The player can pretty much destroy any part of the warplane crucial for effective air combat behavior in the game.
[Anton Muskeev] Bullet-ridden wings will lose climbing power, but will not necessarily fall out of the sky, instead only being able to travel at slow speeds.
Pierced petrol tanks have the chance of catching on fire and could possibly cause a plane to explode if the fire isn't put out quickly.
HISTORICAL NOTE
On August 30, 1942, 27-year-old Captain John Smith, leading his squad of US Marine Corps F4F Hellcats, received word of a formation of nearby Army P-39 Airacobra
planes that had come under enemy fire from more than 20 Japanese Zero fighters. After gaining some altitude, Smith
dove into the dogfight; he picked his first target and tracked it. The Captain aimed at a spot in front of a Zero's cockpit -- the location of the plane's main petrol
tank. A critical hit to the tank would cause an instaneous fire that could potentially destroy the entire plane. The strategy proved to be invaluable and
Smith's sixth enemy plane burst into flames. Effective tactics helped the Captain to shoot down numerous A6M Zero fighters compared to the less
maneuverable F4F and brought yet another victory for the Wildcats in the Pacific.
[Sergey Ilyushin] Bullet trajectory is pretty fair in the game; however, hitting an enemy is rather easy. To assist those used to playing arcade games we introduced a
bullet guiding system that helps players aim better and hit their target. The option is called the lead-finding sight assist.
[Kirill Glatskyi] We also have various ground and naval targets in the game. There are ground-based AA guns, enemy land bases, enemy ground facilities and installations that can be attacked.
Naval targets are mainly combat ships and vessels that can also be attacked with a variety of weapons. The best way to attack ground targets is to use rockets and bombs.
The ground-attack planes are the best choice for air-to-ground missions.
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