To kick off the New Year's first, "Developer Update," we're pleased to announce that CRS has been quietly working on a new Modular PPO (player placed object) Trench System, that we think you're going to love! Engineers will be able to select from a variety of connect-able trench pieces to place down on the terrain, and then connect them together based on what the conditions need. Today, we have some pictures for you to review, an early demonstration video, and some commentary in terms of the design implementation. Buckle-up for an awesome update!
Now is the time to support WWII Online, and subscribe at http://account.wwiionline.com.
WHAT IS A MODULAR SYSTEM?
A modular system is a series of parts that can be connected together (think of a puzzle). The inspiration behind this design was to take on a new challenge by delivering something our players have never seen us do yet, and leverage an incredibly great part of our game called the PPO mechanism.
WHAT DOES PPO MEAN?
PPO stands for, "Player Placed Object." This means that real players who are spawned in as infantry characters, and now even some vehicles, can place objects. Things like Mobile Spawns, Ammo Box, Anti-Tank Pit, Foxhole, Sand Bags, etc.
WHY TRENCHES?
We elected to go with trenches so that we could provide better rudimentary fortifications in the field for our players. In some areas it can be pretty exposed and lacking in natural cover / concealment. This Modular Trench System directly provides both cover, concealment, and a whole different take on how battles could be fought on the outskirts of towns.
MODULAR TRENCH SYSTEM IN-PROGRESS PHOTOS
All pictures may be clicked on to "expand" their view and provide a better visual.
Pictured here is a top photo of a test system we put together. You'll notice there is an end-cap for positions that you want to close off, and other incomplete ends that you can run out of, as desired.
Here is an example of how we could implement a mortar crew and keep them a little safer than our current foxholes. They have a lot more cover, a forward observer (FO), and someone assisting the FO with directing that fire and marking contacts / waypoints on the map.
This picture best illustrates the multiple positions an infantryman can take cover behind, as well as escape as-needed with built in ramps. Do take note that enemy infantry can come in over the tops as well, so you could have trench battles taking place.
VIDEO DEMONSTRATION
This is a raw video demonstrating its usage, as it is currently a work in progress, it may not reflect the final outcome of development.
THE TRENCHES WILL GET A MODULAR MOBILE SPAWN
We're currently looking to make mobile spawns better. If we can make them a little less obvious, we can reduce their camping, improve their survivability and give our players greater options in how they decide to deploy mobile spawns.
We will be incorporating at least ONE mobile spawn with the roll out of the modular trench system, and it will be an infantry spawn point ony. THIS WILL BE DEPLOYED BY TRUCKS - ONLY, just like how all mobile spawns are currently placed. Once that spawn is deployed, your Engineers will be able to build around it connecting more pieces as-needed to help fortify it and make it less obvious for enemy forces where to find it (hopefully).
HOW WILL THEY BE DESTROYED / DAMAGED?
Exactly like how PPOs in-game are currently damaged. Bomb strikes and high-explosive satchels will have a devastating effect on these positions. Specific game rules are still being ironed out, and this remains a work in progress.
ENGINEER CLASS REVISION(S)
Now is a good time to indicate that CRS plans to separate the "Engineer" class into two different classes when this rolls out, which will include:
- Engineer (Construction)
- Creation of bigger PPOs
- Combat Engineer (Demolition)
- Carries High-Explosive (demo) satchels
- Creation of some smaller PPOs
This is an appropriate change to create better distribution of units and not make one class really "heavy" in terms of its capabilities. As this is a TEAMWORK based game we need to leverage multi-purpose usages for infantry units, but we can't make one so critical that it could negatively affect game play.
SUPPORT GAME DEVELOPMENT - SUBSCRIBE & HERO UP
The best way to help us continue efforts like these is to SUBSCRIBE at http://account.wwiionline.com, and become a Hero Builder if you are already subscribed at http://www.wwiionline.com/hero. Our Support Team stands ready to assist you with any needs you may have.
WWII Online & CRS is 100% community funded and your support is what keeps the game operational - thank you for your support.
COMMENT IN THE ARTICLE BELOW - TELL US WHAT YOU THINK ABOUT THIS NEW DEVELOPMENT!
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As far as breaking out the Engineers, could you include a "Pioneer" class with 2 repair packs and 2 HE charges for the Starter subscription (or possibly ftp) so they can repair AI?
When did you say we were getting this? Yesterday?
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