
- For PC
- For MAC
- For Linux
- OS: Windows 10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 11 level video card: AMD Radeon 77XX / NVIDIA GeForce GTX 660. The minimum supported resolution for the game is 720p.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Windows 10/11 (64 bit)
- Processor: Intel Core i5 or Ryzen 5 3600 and better
- Memory: 16 GB and more
- Video Card: DirectX 11 level video card or higher and drivers: Nvidia GeForce 1060 and higher, Radeon RX 570 and higher
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i5, minimum 2.2GHz (Intel Xeon is not supported)
- Memory: 6 GB
- Video Card: Intel Iris Pro 5200 (Mac), or analog from AMD/Nvidia for Mac. Minimum supported resolution for the game is 720p with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i7 (Intel Xeon is not supported)
- Memory: 8 GB
- Video Card: Radeon Vega II or higher with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Most modern 64bit Linux distributions
- Processor: Dual-Core 2.4 GHz
- Memory: 4 GB
- Video Card: NVIDIA 660 with latest proprietary drivers (not older than 6 months) / similar AMD with latest proprietary drivers (not older than 6 months; the minimum supported resolution for the game is 720p) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Ubuntu 20.04 64bit
- Processor: Intel Core i7
- Memory: 16 GB
- Video Card: NVIDIA 1060 with latest proprietary drivers (not older than 6 months) / similar AMD (Radeon RX 570) with latest proprietary drivers (not older than 6 months) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
In the previous devblog, we talked about battle ratings. We now have an announcement - a new mode, which is eagerly awaited by many of our players.
Already at the alpha stage we were thinking how to make it possible for the players to reach the full potential of the vehicles in War Thunder, them being so thoroughly recreated including the machines that are not so popular in Random Battles.
This is how we came up with an idea to create a separate mode. At its core, this would be a game within a game that would most accurately represent large battles, where it would not just be important for your team to win. The way in which victory was achieved, at what cost, what it managed to destroy and which tactical goals it managed to achieve, as well as the numerical advantage and the effectiveness of their vehicle usage would also be important.
A mode that models war on a larger scale, but obviously without considering economics, diplomacy and politics—decisions that would only show their effect after months or even years had passed. However, this mode would have battles that would consider the strategic situation, tactical decisions and the tasks facing the army.
A huge amount of work was required to even start developing this kind of mode. Any wars and battles end (and often start) on the ground. Victory can be determined in the air or the sea, but there is no way to finish a war in these theatres. The number of vehicles and the functions that need to appear in the game for this mode (even if it only covers a few months of a particular period of history) is staggering. There were also many technical issues that needed to be solved, hundreds of models that needed to be fine-tuned and reproduced in detail that required hundreds of man-years of work from our most experienced specialists.
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This is why we knew that we could not start work on this in the near future following our Open Beta Test. In fact, when the game was prepared for this kind of mode to appear it would signify the end of the Open Beta Test and the opening of a new phase.
A mode of this kind will let players try battles which are as close as possible to the things they would like to try when they read about any type of battle (apart from ‘duels’ and other ‘equally matched encounters’ that appear in memoirs only rarely).
The working name for this mode will be “World War”.
Soon after the launch of the Open Beta Test we decided that launching this sort of mode (even as an alpha version) would mean that work on the main features of the basic game mechanics would be complete and that further development of the game would focus on the integration of all types of vehicles into global battles. Naturally, Random Battles which are the main game mode of War Thunder change less with time as all the basic mechanics are increasingly complete, such as the physics, damage system, different types of armament and other features. We hope that the development of this mode will hopefully not be as lengthy, but most changes that affect the majority of players will happen less and less often as the main game systems and rules of battle mature and improve.
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World War mode is planned to be several large scale operations, where each battle is important and where it can influence the Operation as a whole. A lengthy and dogged defensive action comprised of a series of many battles against superior enemy forces can have a decisive impact on achieving victory in the future, bring in reserves or prepare a counter-attack.
Even a tactical victory such as the capture of a staging area or river crossing, or a breakthrough behind enemy lines can be useless in the end if the cost of this victory was too high — or it could have a decisive effect on the outcome.
This is why everything that happens in Random Battles between 30 players and two teams can happen with battalion sized units in this mode. Likewise, instead of discovering the enemy and opening fire, a battle will take place in World War Operations.
Other vehicle applications are an organic result of the persistence of operations. For instance, parameters such as the range of aircraft and the range of ground vehicles can only become important characteristics at the appropriate scales. Naturally, the operations will be developed based on real major battles from World War II, with the necessary adjustments to create equal chances of victory on both sides as much as possible. This way, these will be larger battles with more depth that will probably last for a number of days and consist of a multitude of episodic battles, with the results affecting the overall picture.
Kirill Yudintsev
Creative Director of Gaijin Entertainment
Keep up with our updates as we are about to enter a new exciting phase in our development.
Comments (111)
YES! I was worried that this wouldn't ever get added to the game, great to see it in! I'm just wondering, is infantry going to be featured in the world war mode? There has been quite a bit of talk about it in the community and seeing as how it was featured in the original trailer, I would hope that it would be a part of a game, but only as AI and not player controlled. Now we've only got to wait for those "in development" bomber cockpits.
Hehe, the World War mod that we are waiting for three years now? I will believe it when I see it. Honestly, Gaijin did not manage the properly integrate the Enduring Confrontation mod (only for airplanes and only simulator? WTF, seriously?) for over the year. Daily historic events for realistic also disappeared. The whole game went south in the last year. So sorry Gaijin, I dont believe it.
And lets not forget about the TONS of useless bullshit that was implemented to the game in the last year. Like wagers, vehicle rent, boosters, dog tag access etc. Worthless stuff, sold as innovation.
So, feedback burger time: WW mode is coming! The feeling I get from these devblogs is that WW mode will end up being a series of missions instead of a persistent world - earlier missions affect what the later ones are/are balanced like. I want the persistent large world (but not a never-ending one, like Planetside 2. Actual victory conditions, with a restart afterwards would be better). Why did you replace devblog forum discussion forum with 500 char comments? Devblogs are still always nice.
Meh, cannot even format my text in this system. My feedback burger now gets a final negative comment too, forum discussion would have let me kept format instead of "wall of text" (not that 500 characters could _ever_ be considered a wall of text). Many spaces later, I ask you Gaijin to return forum discussion while also keeping comments system. Let them supplement each other.
world war wont work until you fix the BR's as in increase them to a 10.0 you wont be getting a penny off me and i would rather sit and play world of warships
I think you should re-read both parts of this article, especially part where we explained BRs ;)
Dear Developers! The BR system what was introduced according to me very well for a while already we made it, but so much would be my proposal, that no +/- 1BR -rel reckon in a battle, because he produces unreal and remarkably annoying battles occasionally with this. I would recommend it, that +/- 0,7BR so be it. And I hope for this he manages to introduce the change finally because he would be used for my very big joy. I would be very grateful.
sp with this be like a never ending open word kind of thing or more round based battles i hope for open environment and very large maps because as a bomber being spotted before the enemy has even fired their engines is getting really old
Sounds amazing, but will ships be introduced by then? I feel like they coud play a huge part in it
*admin sees comment* *chucks computer out the window*
2-3 more years then? I wish I'm wrong :D
Whole idea sounds pretty interesting for me. If you do this whole thing good enough, then it can provide quite nice raise in popularity of this game, but to make it possible, you have to do this good right from the start :).
give us nippon tonks already >.< my wallet awaits with sadness ;-;
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