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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Sailor man
![]() Join Date: Jun 2011
Location: In a dinghy in the middle of the Atlantic Ocean.
Posts: 46
Downloads: 1
Uploads: 0
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ALL credit for this goes to General Baker of the Paradox forum.
==Release== - Scheduled for Q2 (April to June) 2012 - Potential for expansions/future editions in different areas of the globe, such as the Pacific or Indian Ocean - Potential future DLCs for things like units - Game price undecided, but will be set by Paradox. - Will be released on Steam - There may be a demo before release, or at least at release. - The game is currently in closed beta testing. ==Tech/Graphics== - "Runs on the Unity engine", with support for: -- DirectX and OpenGL -- Bump mapping -- Reflection mapping -- Parallax mapping -- Screen space ambient occlusion -- Dynamic shadows. - Coded in C# and .NET - "PC/Windows. Later availability on Mac and/or Linux is a possibility" - "Available for the average gamer, and [should] not require high-end machines." - Game will be "64-bit aware" - The game will NOT be integrated with Paradox Connect, due to it's freeze. ==Game modes== - Gameplay tutorial - Campaign playable from the side of "Western powers" or Russia - they will not be the same campaigns. - An array of standalone scenarios, and modding may mean user-created missions - Steam-based multiplayer ===Campaign=== - Situated 2030 - Backstory is complete but will be unveiled at release, but from what I gather the general idea is a conflict over sovereignty in the Arctic Circle due to melting polar ice caps and new oil/other resources. Suggestions that NATO is cracking, so it might not be a straight-up Russia v The World affair. - There is no ship construction, as that is unrealistic - There may be some kind of money system for aircraft/ammunition (?) ===Multiplayer=== - Multiplayer over Steam - Initially 1v1, with scope for expansion of player numbers - Customisable victory conditions ==The game environment== - 35 million square kilometres of open sea & coastline, from Canadian east coast to Finland, North France to the North Pole - Realistic weather model (simulated dynamic wind, temperature etc.) which affects sensors and weapons and aircraft launch, but no hurricane-strength winds - Spherical Earth simulation - Vertical game play, from orbit aerial units to the bottom of the ocean floor, using variable ocean depths which also affect sonar etc. - "Sonar is affected by the speed and noise of its own vessel" - "blind zones are fully implemented for bow, keel, flank mounted and towed sonar arrays." - "sonar frequency bands" have been taken into account." - Time of day (sun, moon), which affects visual detection range - Ice coverage, ship lights and marine life will not be simulated, due to the limited impact on the game - There will not be a huge amount of unit-detail animations - There will be land-based airbases, seaports, radar stations and SAM batteries, but no mobile or player-usable units such as tanks. - There are civilian ships and aircraft (tankers, merchants, fishing boats) - Playable countries include UK, USA, Canada, Germany, Denmark, Norway, Sweden, Finland and Russia ===Units & Equipment=== - All units and equipment based on existing real-life, or scheduled/suggested for future service in/around 2030 - All units/equipment have stats that reflect their real-life properties; they aren't nerfed or souped to balance the game - Units may have different load-outs for different missions. - Aircraft can be re-fitted in-scenario (for a time penalty) to fit different roles - UAVs will also be usable for scouting and other purposes - Satellites, lasers and scifi weaponry —and nuclear weapons— will not feature in the game. - Unit classes will have a global texture; they will not be unique to each ship. Ship classes: -- Type 45 -- Type 23 -- Queen Elizabeth -- Nimitz -- Arleigh Burke -- Wasp -- Baden-Württemberg -- Brandenburg -- Visby -- Gotland -- Gawron -- Admiral Kuznetsov -- Admiral Gorshkov -- Steregushchy -- Kirov -- Udaloy II -- Matka -- Iver Huitfeldt -- Fridtjof Nansen -- Hamina -- Mistral -- Halifax -- More+ (?) - Support ships may not be present in the game, since they "have little purpose in a game centered on combat" Sub classes: -- Ula -- Virginia -- Akula -- Lada -- Astute -- Type 212 -- Yasen -- Gotland -- More+ (?) Aircraft: -- Euro-fighter Typhoon -- EA-18G Growler -- E-3 Sentry -- E-2 Hawkeye -- F-35C Lightning -- F-22 Raptor -- B-1B Lancer -- P-8 Poseidon -- P-3 Orion -- Sukhoi FAK PA -- Sukhoi Su-27 -- MiG-29K -- F/A-18E Super Hornet -- Tu-22 Backfire -- Tu-160 Blackjack -- Tu-95 Bear -- Lynx Wildcat -- Merlin HM1/2 -- Kamov Ka-27 -- A-50U Shmel -- Boeing KC-767 (refuelling) -- Ilyushin Il-78 (refuelling) -- SH-60B Seahawk -- More+ (?) UAVs: -- Schiebel Camcopter S-100 -- More+ ==Gameplay== - "In NWAC, you are the theater commander, not the ... captain" - "In conflicts between realism and gameplay, gameplay wins every time." - Real Time Strategy (RTS)-style gameplay - The map plays a significant role in the game, and is where players spend most of their time, although there is a (expandable and minimizable) 3D view that is purely aesthetic - Units have limited AI responses, with "stances" set by the player. The player can also micromanage unit actions. - Time compression available in singleplayer to speed up the game, although active pausing will not be possible. - Missions will have "some random variation of where exactly forces are deployed" - Aircraft can be launched individually or grouped/ungrouped into flights. Their initial formations "are done by sensible automation, but may later be altered, split and joined" - "Detection and evasion focus with realistic sensory measures and countermeasures yielding a strategic game experience based on stealth rater than head on tactical battle" - "Extreme long range guided and self-guided weaponry; if you can detect the enemy, it will be possible to strike" - Submarines and Aircraft have variable altitude/depth 'levels', settable by the player - Damage is "hit-point based, but components of ships (weapons, sensors, aircraft facilities) can be damaged as part of the impact." This means, for example, that airfields can be cratered/aircraft carrier flight decks can be disabled. - In-air refuelling is a possibility, but Helicopter In-Flight Refuelling (HIRF) from ships will not be possible. - Aircraft will return to base automatically when low on fuel. - There is no "experience-gathering" mechanic in the game. - There will be reload times for weapons ==Miscelaneous== - The game will be open to modding, with a fully accessible unit/weapon database etc., but the map area will not be (easily) extendable. "the database describing units, weapons, sensors, campaigns and scenarios will be editable" - all data files are XML-based - Harald Nævdal, aka Demonaz Doom Occulta is creating a score of music for NWAC - There may be some sort of cheat codes in NWAC - https://twitter.com/#!/JanHaugland/s...57620395884544 - The interface will feature a distinct colour scheme - http://www.turbotapegames.com/images...Screenshot.jpg - Features removed before launch: Aircraft Carrier launching. - http://forum.paradoxplaza.com/forum/...1#post12682312 What I've garnered by looking through the forums/interviews/other sources so far. There is still alot to add from sources/threads here that I've not read yet JB |
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