Planes, battles and flights
What PvP-mode options will the game feature?
There will be a lot of them:
• Quick Game is a battle with random enemies of comparable skill levels based on scenarios such as aerial domination, capturing airfields, providing assistance in naval battles, defending or destroying enemy bombers, and many more.
• Tournaments are battles with special rules that happen on a schedule, with requirements for all participants.
• Global War is a mode about which details will be revealed later, but the general idea that a player chooses his side, and each battle is not a random game but a successive line of historically consistent victories and losses.
• Sandbox mode leaves players free to define rules, limits, and goals on these servers
• Dynamic campaign, user missions, single missions, and quick editor are modes in which players fight against AI, under certain circumstances.
Besides PvP-mode, are there any other game modes in War Thunder?
Our game is not only an entire online world of multiplayer air battles, but it’s also rich in various PvE missions such as dynamic multiplayer missions and single player missions. Alos, War Thunder players will be able to create their own missions with the Mission Editor.
What are the key features of the flight model?
We use our own flight model created partly on the basis of our previous projects, Wings of Prey and Apache: Air Assault.
However, we are working on massive improvements to the flight model, so during the game’s development it will improve significantly
What about game’s damage model?
We continue to tune up the damage system by modifying the one that was used in Wings of Prey. Ballistic parameters for all projectiles have been changed completely. Generally, we tend to stick to logic: one or two well-aimed salvos of machine gun fire, and almost any plane will be doomed. In addition to the overall consistency with historical facts, this gives the game its intensity and drive.
Is the flight model going to be historical or balanced? Will technical characteristics of real planes correspond to those of the in-game aircraft?
The flight model we use is historically accurate as much as possible, so the tactical and technical characteristics of all models will match with their real-world counterparts. We believe that it is much more exciting to pilot realistic planes than fictional ones.
Will planes run out of ammunition and/or fuel? If yes, will it be possible to restore them, and will landing be necessary for that?
Yes, planes can run out of ammo and fuel, and the game will feature a number of variations for restoring them.
Will there be nighttime battles?
It isn’t hard for us to create them, although they do have some particular challenges. PvE missions will certainly offer such battles.
Jets are believed to be the best possible aircraft among all of the planes that the game will feature. Will there be a way to give propeller-driven aircraft a chance, for example, by adding the experimental models of these jets?
We’ll make it realistic in a way that keeps the game interesting. Even early models of jets used to be superior in many situations. However, speed influenced their maneuverability – in a bad way. That’s why these planes were only used for particular missions.
Do you plan to limit the number of planes per one airfield?
Maps will accommodate 32 players. Airfield limitations will not be applied.
Will the damage taken affect an airplane’s characteristics and influence G-loads?
What happens when player’s plane crashes?
First of all, the crew never dies – they successfully eject from the falling aircraft.
If a player crashes, he spends some in-game points and takes off again, but on a different and completely new plane. If he destroys all of his planes, he won’t get back into the game during this round.
What is the range of visibility for planes in the game? What will influence visibility?
Normally, it will be possible to notice an enemy at range of 3-5km, or with more precise recognition, at 2km. However, an experienced virtual pilot will be able to spot planes even faster.
Visibility is also influenced by sun, weather conditions (such as fog and smoke), clouds, and of course landscape. Gunners in planes with crews will be trained to spot enemies, too. Here is how it will happen: the player spots a dot in the sky far away, keeps looking at it for some time (3-10 seconds depending on the pilot’s skills), and after that the target is marked as a spotted one and the player’s teammates receive a message about it.
Can any planes join the same team? Like, German and Soviet aircraft fighting on one side?
Yes, in the case of trophies. Players can unlock planes from different countries but there will be restrictions to prevent use of the planes that is inappropriate to the setting of each specific match.
Will propeller-driven aircrafts have a chance against jets?
We haven’t yet decided whether to place these two types of planes on the same maps or to keep them apart. But of course there must be limits to balance these machines. Anyway, for some combat missions the advantages of jets will be absolutely ridiculous.
Will Sabers have reflex sights?
Of course they will.
Where will players appear in the beginning of every match: on a runway or in the sky?
Either is possible. It depends on the particular battle scenario.
How large the will the maps be?
Their size in the current version of the game is always at least 65x65km, and it can go up to 100x100km. For jets in the Korean theatre of war, we plan to have areas of 200x200 km. We have the technical potential for larger maps and we are ready to make 300x300km locations.
Will it be possible to interact with the environment: buildings, trees, bridges?
Yes! Also tree branches, wires, antennas, for example – all of these objects will be interactive. (All of them can of course be destroyed… or must be destroyed.)
Will ground forces move in the real-time? Will they be engaged into the battle?
Yes, they will.
The Pacific theatre of war assumes presence of aircraft carriers, right? Will planes be able to take off from carriers in the game?