Everyeye.it has released its interview with Alexander Zezulin, lead designer on Wargaming.net’s upcoming BigWorld-powered World of Tanksfollow-up: World of Warplanes. The Interview is in Italian, but Google Chrome does a good auto-translation job, overall, in the event that you don’t read Italian.
How would you define World of Warplanes compared to other games?
World of Warplanes, unlike WoT, is a game with full-scale three dimensionality battle space where every plane is in constant movement, the rate of fire is tremendous and the situation on the battlefield changes so quick (especially true for jets) that it’s getting highly tricky to act timely. Moreover, there are no houses, trees and hills to hide and sneak at the enemy, so have nothing left but to act your fastest and skillfully perform various maneuvers if you’d like to survive. In World of Warplanes landscape and weather will become your enemy unless you manage to turn them to your account.
How far will you push the simulation part of the game, especially the physics department?
In World of Warplanes we are trying to reasonably combine accessible controls with historically accurate World War II machines. A decent balance between these two elements will allow us develop a thrilling title for a wider audience.
Have you got an approximate release schedule (or even a date)?
There’s one thing you can be dead certain about: we’ll release it in 2012. As for more firm dates, it’s too early to speak about them.
Wargaming.net has provided another round of responses to its fan base regarding upcoming BigWorld-powered World of Warplanes. Among some of the topics discussed are the inter-connectivity between World of Warplanes and World of Tanks.
Equal distribution of experience in flight unit, or 60/40 in pair. The dogfight specificity when one attacks another covers and if we count experience distribution as it is in WoT all the XP points will go to the attacking pilot, and the covering one will get nothing. It is unfair. In the case of flight unit, platoon analog in WoT, I suggest Equal distribution of experience Yes, it is possible. Will think it over and check statistics of XP adjustment. Coordination in flight unit seems to be more important than in WoT platoons and such coordinated actions should be encouraged.
Will you make a unififed premium account for WoT and WoWp? It will be implemented however with some peculiarities. We are thinking about it.
Will the pilot’s (not player’s) experience decreases after multiply defeats? No, it would be too cruel. Player looses himself and this could be double punishment.
Will you give us the opportunity to transfer experience and money between WoT and WoWp but with some fee for experience and big commission for gold transfer? There were multiply answers about gold transfer. Your suggestion about taking commissions will be taken into consideration.
Will the game feature not only music soundtrack but also as a real pilots conversation? It can be switched by user Some part of system messages will be stylized in form of pilot’s talks but to make all the soundtrack in this form will be to boring and will distract from important messages.
How about contaminating signals, at voice chat (on desire)? Contaminating signal as an element of entourage will be but if only it is not resource-demanding for other players And we are not going to deteriorate voice completely. First of all it can be hacked on the client and provide some advantages, secondly bad voice chat will lead to using Skype, Teamspeak, X-Fire etc.
Wargaming.net has taken the time to answer 30 or so questions from their community regarding their upcoming BigWorld-powered title World of Warplanes.
The full Q&A is here, but here are a few excerpts…
Mid Air Collision? Are we having them? Or are the Planes Ghost Planes and can fly through Each other?
Mid Air Collision will surely be implemented. It will reduce aircraft HP depending aircraft speed, weight, damaged module etc. as in WoT. If you are an experienced and lucky player you will be able to perform deliberate ram attacks, chopping off enemy’s aircraft tail with an airscrew.
Will the fight start with the planes in the air or will we have to take off from a runway, if we do have to take off from a runway will we are able to land again? either to get repairs or ammo ? WWII planes i believe never really had that much ammo on them
Aircraft will be spawned in the air at the beginning of the battle. As an option, you will be able to land the aircraft at the end of the battle and successful landing will give you additional experience. Unsuccessful landing will break the plane and will cost repairing.
Will WOWP have muti-core support?
It already has it.
Night missions – will they be implemented and if so, will there be tracer rounds available for purchase?
Bryan, Arthur and crew also dumped a bunch of exclusive firsts on Massively this past week at GDC Online.
“As for the overall timetable, the tentative plan is to move to open beta by early next year, with a target of launching in Q3 or Q4. Nothing is set in stone, though, and as Bryan Davies stressed, it will be done when it’s ready. The team wants to make sure that people love it, that it’s balanced, that it’s fun, and then it’ll launch.”
The test will obviously give select users a taste of what’s to come in this BigWorld-powered title. However, Wargaming.net also intends to test how “functional and comfortable” it is for players to install third-party integrated apps Overwolf (in-game connectivity to popular social networks like Facebook & Twitter) and Xfire (instant-messaging, video-recording, etc.).
This comes directly after the PC Gamer interview with Wargaming.net CEO Victor Kislyi, wherein he discusses social networking and its impact on games, as well as existing applications in comparison to the “World of…” universe.