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World War II RTS

Author: Andrew Glenn
Article Type: Interview
Publication Date: 12/5/2005
Developer: 1C
Related Categories: World War II, Real-time, Tactical, Simulation

World War II RTS

Introduction

The anonymously-named World War II RTS (aka Wartime Command aka Frontline Command) catches your attention not because bland name, but instead because of the details behind the game.  WW2 RTS, as it's currently named, is a real-time tactical-level wargame set during the major operations of the European Theater.  The game's attention to detail, whether it be in its lovingly detailed armored units or its overwhelming scientific authenticity which recreates such minutiae as the amount of time it takes crew members to load ammunition, material density, and ballistics modeling, the developers have made it clear they're serious about making an authentic wargame.

Since its introduction by Codemasters over two years ago, its followed a rollercoaster-like development process, quickly catching the interest of Close Combat and Combat Mission fans before becoming mired in Codemasters' financial troubles.  This past summer, The Wargamer saw the game at E3, where Chris Abele confirmed that Codemasters and 1C had severed their development ties, and WW2 RTS was back on its own.  To get the latest on the project (now scheduled for spring 2006), I spoke with David Philippov, Project Leader for the game.

The Interview

The Wargamer (WG): 1C has had great success with Il-2 Sturmovik and Pacific Fighters. Although also set in the same conflict, WW2 RTS is quite a departure in terms of playable platforms, game genre and scope. What prompted 1C to take on this project?

David Philippov (DP): It is a very interesting topic for us. We have set ourselves a task to create a game that will show the main battle-grounds of World War II, to give a player an opportunity to take part in these battles as a commander of a detachment. Players will have thoroughly recreated vehicles under command (there are about 200 units in the game). The action will take place on 30 maps which are made with topographic accuracy. There will be 150 types of firearms and about 200 types of different uniforms. Generally we want to make it global and serious. 

WG: Why the preference for real-time over turned-based?

DP: Our main task, as we see it, is to reflect the atmosphere of the game as precise as possible, to recreate a real battle as precise as possible, to give player a feeling that each particular unit or tank is of great importance, like in real war. Those are not just units, but real people. Unlike many other RTS games we want a player to value each single unit and feel responsible for it. We want players feel responsibility for their actions. We want to give a feeling of a real battle when success depends on how quick and correct a decision of a commander is. And this can be implemented, as we think, only in a real-time game. However we have a tactical pause for the ones that like to thoroughly analyze the situation and carry out the right decision. 

WG: Can you explain how the game models features such as morale and command and control?

DP: Each soldier in the game has several characteristics which affect his behavior. This is, first of all, health which decreases as a result of a wound or bleeding. The second one, very important parameter, is morale. Morale is affected by several factors. For example, if a soldier is near a commander and other troops from his detachment, and the rear area is covered by tanks and artillery the morale will be very high. But if a commander is killed or the troops were marooned, or the tank of this soldier is hit by an enemy the morale will decrease, up to the panic level. This means that the level of danger in the zone where the unit is located is taken into account. The danger level is calculated on the basis of 10 different parameters. 

A soldier has several additional characteristics which change from mission to mission. These are professional skills. A soldier can improve his driving skills. This means that a novice driver will drive a car bad, but in due course he will be able to do it like Schumacher. The same also works with the skills of a gun-layer or a scout. 

WG: Is ballistics and armor penetration accurately modeled?

DP: We have one of the most precise damage systems in RTS games. This means that all damages are calculated in real time. Such parameters as armour thickness, shell speed and hit angle are taken into account. Depending on the type of the shell: fragmentation, HE, composite, armor-piercing or hollow charge projectile we calculate the damage in an open or roofed vehicle. 

WG: How do players issue orders to units in the game and what type of orders are they?

DP: Giving orders will be done in a common for an RTS game manner – point and click.

There will be several main orders:

  • Attack. After giving this order a unit will attack an enemy unit or units at a certain location. Meanwhile if a unit can't attack a target from its current location it will close in and open fire from optimal distance. On the way the unit will attack all targets that he sees proper. This means that a tank will not attack infantry with his main gun, but will use machine guns instead.
  • Storm. After giving this order unit begins to storm a certain location.
  • Attack ground. After this order a unit will fire on a certain location. This will allow players to fire on locations where enemy troops can be hiding. Or we can also try to eliminate an artillery section without damaging the gun itself using a HE shell and capture the gun afterwards. 
  • Defense. In this mode a unit will defend to the bitter end. 

There are also such modes as Hold fire, Hold position, etc.

Tuesday, May 13, 2008

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