Q&A Reveals New Wartime Command Details
COMMUNITY NEWS posted on 4 DEC 2003 by Chris Abele
Codemasters answers some detailed questions regarding its upcoming World War II tactical game.
In a regular feature, Codemasters has interviewed Wartime Command's external producer Andrew Wafer using questions farmed from the game's online forums. In this latest Q&A, the questions center around damage, troop moral, editors, and historical accuracy. The entire Q&A has been reproduced below:
Korzon - Q1: How will the damage model look?.
Wartime Command is in development at 1C, the studio behind IL-2 Sturmovik, and is currently slated for a summer 2004 release. For more information, visit the official web site.
Andrew Wafer: All the models in the game are deformable to a certain extent. Depending on their size and complexity, you will also be able to see shell holes on tanks and larger guns.
Q2. Will the game be editable - I mean you will you be able to add objects, maps, scripts editors, etc? Will the game be flexible for add-ons and mods as in Operation Flashpoint or Close Combat
Andrew Wafer: An editor will be released for the game shortly after release, which will enable players to customise many aspects of the game.
Franky . Can we kill civilians for fun? Or will that be penalised... or in certain missions, like Germans fighting Russians, maybe it would be good to kill civilians?
Andrew Wafer: You won't be able to kill civilians for fun, this is a war simulation.
HowardB. How will you simulate troop quality and morale?
Andrew Wafer: Troops are affected by a number of different factors including enemy numbers, strength, command quality and experience.
Which data do you use for armour quality and armour penetration tables?
Andrew Wafer: We use data from a number of different official sources, including the original handbooks for the weapons and tanks.
Mighty Morfar . Will the sounds be re-mastered samplings taken from the actual equipment (whenever possible), or mainly in-house sounds? A lot of equipment made very distinctive sounds when operated/fired, such as the Katyusha, Nebelwerfer etc.?
Given the amount of detail and work put into the game I'm pretty sure that these sounds will be there, but it wouldn't hurt to know for sure.
Andrew Wafer: Real sounds will be used where they are available. Some of the units and weapons in the game no longer exist, so in this case we will have to use the closest match we can find based on the teams expert knowledge of the equipment.
