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WWIIOL: Battleground Europe News

Up to date information, news and promotions about WWIIOL: Battleground Europe. www.battlegroundeurope.com

Author: BEMotormouth

Battleground Europe Launches New Event: BLOODY BATTLES!

Posted by BEMotormouth Tuesday January 31 2012 at 3:54PM
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Written by MOTORMOUTH
Public and Community Relations Manager, Playnet Inc.

 

Based on feedback from the last year of dynamically managed special events, Cornered Rat Software has designed a new and unique special event. Usually falling in between campaigns as a break from the regular “grind”, these events were designed to be different and exciting by focusing combat to smaller area and having specific and easy to understand objectives. These events are the model for the new BLOODY BATTLES special campaign: Time-limited, objective based battles focused on a specific area of the map.

What does this mean for players?

  • INTENSE, FOCUSED, OBJECTIVE BASED COMBAT!
  • RAPID TIER ADVANCEMENT FOR QUICKER ACCESS TO FULL EQUIPMENT LIST!
  • RPATS, SEMI-AUTOMATICS AND AMERICAN FORCES GUARANTEED!
  • ALL NEW VICTORY CONDITIONS!

We're taking the best of WWIIOL:BATTLEGROUND EUROPE and delivering a whole new concept in campaign play.

READ ALL ABOUT THIS EXCITING NEW CAMPAIGN EVENT HERE!

The first Phase that will kick off the event is "THE BATTLE OF SEDAN". The French and British must hold Sedan from the Germans. This two day phase will play out until Wednesday when the victor will be declared and points awarded.

The BLOODY BATTLES campaign offers the potential for some incredibly intense combat for players old and new. No more run-of-the-mill Intermission. No one will be wandering around the map asking where the fight is. Specific and easy to understand objectives. Rapid access to the full equipment list. Less demand on the fine volunteers who make up the High Command. A shorter campaign with more unforgettable encounters.


Each phase will have a web page with the back story and the objectives clearly defined. A scoreboard is being created to keep track of each battles and the points tally.

We're trying something different using all the best that the Battleground Europe has to offer because we want you to have more fun playing. We're really excited to be offering this new campaign special event to you all and we're asking for your support as we work to improve the game you know and love.

Don't miss out on this unique campaign event! Get your fill of intense combat, a new persona and new weapons! Your High Command is excited to be focused on leading men into virtual combat! This event promises to have some unforgettable encounters, don't miss out!

SIGN UP FOR YOUR FREE TRIAL HERE!

10th Anniversary Announcement- WWII Online Adds U.S. Forces

Posted by BEMotormouth Monday June 6 2011 at 2:49PM
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Written by Al "RAFTER" Corey
Executive Producer, Cornered Rat Software

 

Today marks the 10th anniversary of continuous operation of WWII Online and we are excited and proud to announce the addition of U.S. Forces and a new scenario-based game play option called, "Rapid Action" (R.A.). U.S. Forces will first be featured in the "D-Day" Rapid Action scenario pack and as part of a campaign special event.

For the past several months we have been working on re-writing several of the key systems that make the game work behind the scenes. Many of you have read about this work in recent development updates. This work was required not only to improve the update (host/client) and scoring systems for campaign play but also expand our tools for running scenario/special events with unique rules.

In addition, we have been hard at work evolving our terrain system to create new, highly detailed play areas for R.A. scenarios. To kick-off these new systems and features we have produced the first of many unit and weapon sets that feature the U.S. forces from the WWII era.

U.S. Infantry

* M1911 Colt Automatic Pistol
* M1 Garand Semiautomatic Rifle
* M1A1 Thompson SMG
* M1918 Browning Automatic Rifle
* M1903 Springfield Sniper Rifle

German Infantry

* GeW.43 Semiautomatic Rifle

Beginning with v1.34, a new game UI option will allow players to choose "Campaign" or "Rapid Action" (R.A.) game play. R.A. is our title for scenarios featuring new, custom terrain maps. These scenarios can be created any time using featured maps and can be joined at any time.

R.A. will offer games like Death Match, King of the Hill, single and two stage objectives and more. All will include the new scoring system with real-time events such as player/team points, streaks, objective points and more.

These custom scenarios, utilizing the same simulation-based play found in the campaign will provide instant and frantic action for players who want all the best of WWIIOL at a faster pace or as a break after those 4 hour siege battles found in the campaign.

Rapid Action- "D-Day Pack"

Our first R.A. scenario pack contains 3 unique maps designed around the Allied invasion in June 1944.

"Dog Green" - Relive the beach landing on June 6th in a huge terrain modeled from satellite data, Allied maps, German records and hundreds of photos. This map includes the actual landscape and every bunker, trench, minefield and beach obstacle found at "Dog Green". Will the Americans once again push the Germans back and capture the Vierville Draw? Now you can play either side as many times as you want to enjoy all the action.

"Le Pont du Mal" - In this scenario, an American infantry unit is trying to capture a vital bridge near a French town. The Germans make a hasty defense and are desperate to retain control. Can the Germans hold off the Americans until they are re-enforced?

"River Run" - With both the north and south bridges leading into the town destroyed, the Germans now must engage in a house to house fight with an American unit to see who will be victorious for control of the town. This map includes a special feature for the side that can keep someone alive in the church bell tower. This scenario will certainly earn the title, "Rapid Action".


Campaign Special Event- "The Battle for Aachen"

Our first campaign special event will be a recreation, "Battle for Aachen". The following is a synopsis;

The Allies have moved swiftly across France after their breakout from the Normandy beach head. The Germans, having been rolled back to the very borders of Germany itself, make their biggest stand to date at Aachen, the first major German city to come under Allied threat from the American forces readying themselves to invade Germany. The rapid advance of the Allied forces has stretched their supply lines to the maximum. The Germans have lost most of their equipment in the headlong retreat across France. Both sides will be depending on the upcoming attack at Aachen to influence their fortunes of war and their states of supply.

The schedule and details of this special event will become available in the coming weeks.

1.34 has been in extensive testing for several months and we will be providing a lot more information and updates on availability of this upgrade in the coming days.

We hope all players, past and present will join us in our excitement of this next milestone in the history of this wonderful project.

S! from all the Rats

1.34 Preview Video

 

QUESTIONS & ANSWERS

Q. Americans!!! I see them listed for "Rapid Action" and campaign scenarios, when do we get them in the actual campaign?
A. We are committed to our long-standing game design of providing balanced play throughout our timeline tiers. Work is underway to complete more of the dozens of new vehicles and weapons required to accurately represent the U.S. forces in Battleground Europe campaign play. Until that work is completed, expect to see large-scale special events and "mini-campaigns" that include U.S.

Q. Do these new R.A. scenarios mean you are no longer focused on improving the campaign game?
A. NO! Much of the core system work and new features we're developing and first deploying in RA scenarios are a test bed for additions to the campaign. For example, an all-new real time scoring system will be ported to the campaign game once the systems are battle tested in scenario play.

Q. When will we see new R.A. terrain in the campaign game?
A. The path is not yet clear on migrating our terrain systems to support hundreds of square miles of play with the detail offered in the new RA maps. The work done in this area for R.A. scenarios is another example of a test bed for the campaign game. Expect to see additional discussion with our community on this subject in the coming weeks.

Q. Will other R.A. scenarios be available after the D-Day pack?
A. Yes we plan to deliver additional scenario packs, weapons and units to support both R.A. and campaign play.

Q. Are R.A. scenarios going to be free?
A. All scenarios will be free for subscribers to play at launch. We expect to offer some content "unlocks" in the near future for even more variety in play.

Q. Is R.A. signaling the beginning of "dumbed-down" gameplay for WWIIOL?
A. Not at all. We are retaining all the attention to detail, historically-based design, advanced physics and damage models that has made WWIIOL the premiere, hard-core combat experience. We are simply lifting that play and packaging it into a fast action style that may appeal to existing players and hopefully as an introduction to many more new players.

Q. When? How soon?
A. As soon as we have a date to announce we will. As you can see from the screen shots and videos, we are in the late stages of testing.

 

WWW.BATTLEGROUNDEUROPE.COM

10th Anniversary Announcement Coming

Posted by BEMotormouth Friday June 3 2011 at 4:58PM
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Written by MOTORMOUTH
Public and Community Relations Manager, Playnet Inc.

 

What news will June 6th, 2011 bring?

Think you can figure it out?

Join the discussion and see if you can solve our 10th Anniversary riddle on Facebook!

WWIIOL:Battleground Europe Development Update - May 2011

Posted by BEMotormouth Friday May 13 2011 at 4:46PM
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Written by MOTORMOUTH
Public and Community Relations Manager, Playnet Inc.

2011 has been a big year for Cornered Rat Software when it comes to overhauling and updating WWIIOL. Our new infantry model hit the battlefield a couple of months ago and has had a big impact on the look and feel of the game. But we're not anywhere near done. In a continuing push to improve the game, the team has dug deep into the code to clean, update, kill and streamline the way the game works. Is this sexy? On the surface, not so much. But the new technologies and features that it let's us bring to our players is most assuredly sexy as all get out.

Most of what we're working now on is updating and refining Host and Core technologies as well as bug fixes. Eleven years have passed since the original coders sat down and started creating what was then something unique. Many of the issues we have today with CTDs and MR.P (Mission Results Pending) are caused by outdated Host code. Time to rip it out and build something spiffy.

Here's some stuff that's in development. Some is for 1.34, some is for later down the road.

General:

    * New Battles Tab
    * New permanent MMHost connection which opens the door to many, many things including fixing MrP and the locked personas
    * Improved host performance for improved infantry updates and smoothing

Host:

    * Complete rework of the update system
    * Cell host efficiency / performance for US and China
    * Quality of infantry game lay experience for BE
    * Resolution of many long standing online issues (strange states, warping, stuck firing, etc)
    * Strat/map updates without clicking
    * CP and Facility messages Host -> Client directly
    * Replaced the underlying "Grid" system with clone of the Chat Grid system
    * Replaced the "biasing" system with a highly optimized version that processes an entire vis list at a time rather than a vehicle at a time
    * Vehicle "remove list" sent independently to client
    * Time and Weather updates sent independently to client
    * World Update packer on host is now single-pass rather than multiple-pass
    * Fixes stuck firing bug
    * Eliminates a number of potential state bug causes
    * Increases cell host efficiency by 10-15%
    * New system now working on dev cluster with other players visible, mobile and most importantly very smooth

Game

    * OIC (Officer in Charge) changes:

Formalizing and coding in a new Brigade OIC role. A variation on the Volunteer Brigade OIC, it will allow interested players to run through an automated training and testing that grants them authorization to step into the Brigade OIC role without being in the HC. This eliminates the need for an HC officer to approve of a volunteer OIC over and over again. While not technically in the HC, it can be a jumping off point for interested players who can move onto more advanced training.

    * Bringing the HCTool in game

The current tool set is old and breaking down and is hosted outside the game. We'll be moving the essential tools into the game for ease of use and maintenance.

    * Improved Event and Scenario tools

The idea of bringing the events and scenarios into the UI and creating a whole set of events that can be quickly designed and executed is something we're excited about. With the help of BEGMs Xiper, we're getting close to having the ability to set up and run some kick ass events much easier than we can now.

    * New emote system

Stripped out of the recent infantry remodel, there is a new library of emotes we're looking at bringing in.

    * Increased performance from new compile as in 1.33.1

Always great news!

    * Future upgrade to OpenGL 3.2 (latest stuff)
    * Revisiting the PPO feature and evaluating what should be looked at next including more infantry PPOs and possible extension of the feature to include naval (boats and inf) play. Though nothing is slated for release on that we expect that the turnaround time will be pretty short for these

There's even more stuff in the works. Stay tuned for Part 2 next week.
 

WWII Online: Battleground Europe Version 1.33 Goes Live

Posted by BEMotormouth Wednesday March 23 2011 at 12:30PM
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Written by MOTORMOUTH
Public and Community Relations Manager, Playnet Inc.

 

Playnet Inc and Cornered Rat Software's highly anticipated 1.33 update is now live and introduces a completely new infantry model. The game is available for download and play at the official website: www.battlegroundeurope.com.



Bedford, TX (PRWEB) March 18th, 2011 -- In another major update to the longest running MMOFPS, Cornered Rat Software has released their version 1.33 update for WWWIIONLINE: Battleground Europe. Like 2010's major terrain update, this infantry upgrade impacts the look and feel of the game players are expecting in a modern MMO. Late in 2010 it was announced that the infantry were undergoing a complete transformation, one that includes new models, new kit objects and new animations. The finished product went live this week and the players are already giving it glowing reviews:
 

"New inf models are VERY NICE animations are sweet. The paras kick ***. The animation is smoother and more traditions between actions, a lot more realistic. Whoever worked on those did a fantastic job."

"It's looking great, difference is night & day... compare the new stuff to the old and it looks a lot, lot better now. Better animations & uniforms will just help with the immersion"

"It's totally awesome. No more generic infantry models. Excellent work CRS!!!"

"Immersion has gone up+ again! Looking good :) Thanks RATS"


 

A full read me of the features included in v1.33 as well as game updates and announcements can be found on our website at www.BattlegroundEurope.com. A 2 week free trial is available at www.BattlegroundEurope.com/trial.
 

www.battlegroundeurope.com

Battleground Europe: v1.33 Open Beta Update

Posted by BEMotormouth Friday February 11 2011 at 3:17PM
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MOTORMOUTHWritten by MOTORMOUTH
Public and Community Relations Manager, Playnet Inc.

We're on the home stretch with version 1.33 and it's looking good for an Open Beta Test to begin next week. The biggest update, I'm sure you're all aware of, is the switch to a brand new infantry model, texture and animations. We also worked on finding and trying to resolve several outstanding bugs, as well as improving overall performance.

INF UPDATE

Internal testing of the new infantry is going very well, and we're pretty impressed with what we're seeing. All the LOD models are looking great, and we've been having fun blowing each other up and sniping each other off high ledges, testing the ragdoll animations. In order to get 1.33 out in a timely manner, we've had to move some minor feature completion to a subsequent update. Some of these are features are being worked on, but not considered "deliverable ready". 1.33 Open Beta will release without the following features on infantry:

Emotes
Lean
Decals
Variable Faces
High Command Uniforms

Some of these features require more work so will make it out in a future update. We're happy to announce that the paratroopers are finished, and looking spectacular, and that we've added a 4th level of detail that should improve performance for some. Several outstanding ragdoll bugs were fixed, and some animations replaced. The first person view, things like hands and arms, remain unchanged for the time being.

INF UPDATE


In addition to the new infantry, a lot of work was done working on identifying and trying to fix old bugs, such as the CTDs, the Mission Results Pending, and the Concussion bug. An audit was performed to strip out and optimize some stuff in the code and how it loads to improve performance and kill the memory leak that was plaguing players.

INF UPDATE

As usual with any update, the readme on 1.33 is extensive. There were fixes to the horizontal stabilizers on some of the 109s, an upgrade to the core audio engine, a reduction in memory allocation, a possible fix for the firing bug, and much more.

We plan on hosting some Open Beta events this time, so keep checking the front page of the website for announced dates and times. We look forward to getting your input!

INF UPDATE

www.battlegroundeurope.com

Battleground Europe Special Scenario: The Battle of the Bulge!

Posted by BEMotormouth Friday January 28 2011 at 3:39PM
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Written by MOTORMOUTH
Public and Community Relations Manager, Playnet Inc.

As Campaign #66 rolled on, preparations were under way to launch a new scenario to replace the standard Intermission set-up we've run for so many years. Encouraged by the overwhelmingly positive feedback from last summers "BeachHead Breakout" we are proud to present a new mini-campaign scenario: The Battle Of The Bulge!  Join us as we set the stage to recreate this historic conflict. It's up to you to decide if history will be replayed or if it will be re-written!

 

Battle of the Bulge
A Mini Campaign Scenario

In late 1944, in the wake of the allied forces' successful D-Day invasion of Normandy, France, it seemed as if the Second World War was all but over. But on December 16, with the onset of winter, the German army launched a counteroffensive that was intended to cut through the Allied forces in a manner that would turn the tide of the war in the Axis army's favor. The battle that ensued is known historically as The Battle of the Bulge.

Allied Objectives at outset:

  1. Reunite 605e Regiment de Pioneers with the rest of 4e Groupe de Reconnaissance in Bastogne (this to simulate the arrival of the 4th Armored division to break the Bastogne siege)
  2. To cut off the bulge and straighten out the line from the region around Aachen to the region around Trier

German objectives at outset:

  1. Capture Spa (this to simulate the capturing of the American fuel dumps located there)
  2. To capture Brussels or Antwerp, the capture of both will be a resounding achievement although it isn't expected to be all that doable and is not a condition of victory (it wasn't even remotely possible as a consequence of the real battle although it was intended)
Battle of the Bulge

There are two battles to be fought in this pocket, one in the northern sector of the bulge and one in the south, and both are equally important to both sides. In terms of "complete victory" there are two outcomes possible in support of that, both being listed as objective #2 in the list above.

For the first 2 days of the event there will be no bombers in the air brigades, and no bomb carrying aircraft, since in the real battle air power played no part initially due to the weather conditions that we can't re-create on the live server at this time. We will have fighters available so that players who like to play fighter pilot against other fighter pilots may do so. On day 3 some fighter bombers and Stukas will become available.

-----
Day 1
-----

Starting lines are set to reflect about Day 3 of the real battle, Bastogne under siege and surrounded!


  1. If any cut off and surrounded forces (Allied or German) fail to be relieved inside the pocket rule time (12 hours), they will suffer the normal process of progressive routing from their positions.
  2. If at the start of day 2, the Germans have failed to capture Spa, they will lose 25% of their armored forces (all armored vehicles) due to lack of fuel reserves
  3. If at the start of day 2, the Allies have failed to reunite the brigade 605e RdeP with their 4e GdeR division in Bastogne, the French brigades (simulating the Americans) will lose 20% of their infantry forces (all infantry) due to lack of being relieved

The above conditions have to be implemented on a global basis, ie: not applied to individual brigades. Consider them as incentives to focus game-play on specific objectives loosely related to the actual event rather than literally related.

-----
Day 2
-----


  1. If at the start of day 3, the Germans have failed to capture Spa, they will lose another 25% of their armored forces (all armored vehicles) due to lack of fuel reserves
  2. If at the start of day 3, the Allies have failed to reunite the brigade 605e RdeP with their 4e GdeR division in Bastogne, the French brigades will lose 20% of their infantry forces (all infantry) due to lack of being relieved

-----
Day 3
-----

The ongoing progress of the event will continue as set out above, meaning a reduction in gear for every day you do not meet those early objectives, this consequently means that by the end of day 4 the Germans will have no tanks left and the Allies only 20% of their original infantry. The way to avoid this disaster happening to your side is of course to achieve and hold your objectives set under Day 2 conditions (ie: at the end of the first day of play)

-----
Day 4+
-----

Victory will be declared in favor of the Axis forces should they capture Brussels or Antwerp (or both if they're greedy!), or to the Allies if they successfully close the bulge off. If the overall victory hasn't happened after 4 full days of play we'll have to make a judgment call based on the actual state of the map or player demand, or a combination of both. If the overall majority of the players want to fight it out to a victory resolution beyond 4 full days of play, we'll roll with that.

We're thrilled to present this mini campaign to you all, in the hopes that players, old and new, will have a unique and exciting  experience with this new format. Visit our page for daily updates!

www.battlegroundeurope.com

Get your free trial here!

Battleground Europe Development Update- French Infantry Models & Animations

Posted by BEMotormouth Friday November 5 2010 at 11:44AM
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Written by Al "RAFTER" Corey
Executive Producer, Cornered Rat Software

It has been almost a month since our last look at the upcoming 3rd Person Infantry update. This time we're revealing the last of the base infantry models- the French trooper.

French Trooper WWII OnlineThe French trooper is the last of three base infantry models needed to complete the set. We spent a lot of extra time on the coat to ensure it followed the historical standard but worked with the particular challenges of model/mesh deformation during various states and animations. We're really pleased with the results.

All the necessary kit objects such as ammo pouches and canteen have been completed. We will be creating additional kit objects where necessary to reflect any change in equipment for various infantry units.

Work is now underway on the Paratroop models for all three countries with some particular challenges for the French Paratrooper. Unlike the British and French models which can be modified with unique kit objects and texture changes, the French Paratrooper requires a completely new model. Long time players who are familiar with the current model will recognize the design but with some upgrades and a more gritty treatment.

While we continue work on models, our focus has shifted to creating, modifying and testing the new animation library which will be utilized by all third person characters. The early results seen in the videos we've featured in these updates are encouraging. More fluid movement and lifelike motions are a nice upgrade to our current library. Our goal is to replace current animations with the new library before we expand it to add new moves/states.

In related news, thanks in large part to player support for the project through our development support fund, a new crop of Builders and a terrific response to our new pricing plans, we have added an art resource to the team. We welcome James "Volcol" Chilton to the Rats list. Volcol, a long time WWII Online player, will be contributing to the effort through modeling and texture work for the 3rd Person Update and hopefully future projects. Thank you to our community for the tremendous support for this project and the future development of the game.

Read the previous articles on this feature | Update 1 | Update 2 |

We will continue to post updates with some fresh new screens and videos as we reach new milestones in the project. Stay tuned!

Battleground Europe Dev Update- Infantry Models & Animations

Posted by BEMotormouth Wednesday October 13 2010 at 11:41AM
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Written by Al "RAFTER" Corey
Executive Producer, Cornered Rat Software
 

Our second update on the all-new infantry models and animations for Battleground Europe includes a sneak peek at the new German and French characters.


As we previously revealed, Cornered Rat Software has been working on a total replacement for all infantry characters and third person animations. As of the first week of October, The British and German infantry models, including field kit objects like ammo pouches, helmets and packs, have made it into QA/testing.

We're now moving onto completion of the French infantry model and kit as well as getting a start on the unique paratroop models needed for each country. German and British paratroop characters will be modified from the base infantry with unique elements including textures and kit. The French paratrooper requires an all-new model.

We have succsefully tested many of our new animations and while there is still a lot of work to be done, so far our schedule hasn't been blown-up by anything unforseen.

I want to take this opportunity to thank many of the BUILDERS who contributed towards the project. We recently had several new BUILDERS join the program and had many of our existing members upgrade to the new Platinum level. Our sincere thanks for supporting great projects like this! If you would like information about the BUILDERS program, visit battlegroundeurope.com/builders .

 

Infantry Test Video (new window)

 

We will continue to post updates with some fresh new screens and videos as we reach new milestones in the project. Stay tuned!

WWIIOL:Battleground Europe: Player Placed Objects Primer

Posted by BEMotormouth Friday September 17 2010 at 4:46PM
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Written by Al "RAFTER" Corey
Executive Producer, Cornered Rat Software
 

1.32 will soon introduce three new Player Placed Objects to give players some new game play options. This is only the start of what we can do with this new feature. And, as with any new game feature, there are rules and codes governing the who, where and how of PPO usage. The following "PPO Primer" should clarify what those initial rules are. Some of these might be changed after a while, once we see how they work in the live game.

FORWARD REINFORCEMENT UNIT

  • Can be placed by Trucks or Mission Leaders
  • Instead of leaving a UMSP in the world, truck drivers will drop the new FRU. Trucks are then free to drive away
  • Mission Leaders have the option of "tearing down" the FRU at any time and placing it at their current position. They can do this as often as they need
  • Build Timer: TBD (Probably around 30 seconds)
  • Placement limitations and ranges: Same as current UMSP
  • Destroyable: yes
  • Resupply points for friendly unit
  • RTB point for friendly infantry
FRU

GUN EMPLACEMENT


  • Can be placed by sappers only
  • Will be able to accommodate smaller class of AT guns
  • Build timer: 120 seconds, interruptible (moving/damage)
  • Cool down timer (Determining when another GE can be placed): TBD
  • Placement limitations: Not on water, airfields, within 3 meters of buildings, limited number per area (TBD)
  • Destroyable: No
  • Time-out rules: GE will vanish after being abandoned for 30 minutes (timer resets to 0 every time any unit, friendly or other, is within 3 meters)

INFANTRY FIGHTING POSITION


  • Can be placed by all infantry except sappers
  • Will be able to accommodate prone/kneeling infantry
  • Build timer: 30 seconds, interruptible (moving/damage)
  • Cool down timer: TBD
  • Placement limitations: Not on water, urban tiles, city tiles, airfields, not within 3 meters of buildings, limited number per area (TBD)
  • Destroyable: No
  • Time-out rules: IFP will vanish after being abandoned for 5 minutes (timer resets to 0 every time any, friendly or other, unit is within 3 meters)

 

With both the GE and the IFP, terrain will factor into placement. The HUD will display a ghosted 3D image tinted either red or green, indicating where the PPO can be placed. Once the system has determined that the object meets the criteria for placement in the terrain, the infantry unit will be forced into the kneel position and unable to move, change states or fire a weapon during the build process. Infantry units will be damageable during the build process. Should infantry damaged any time during the build process, the build process is interrupted.

That's it for today's lesson. Initial testing is looking good. It's once these feature get into the live game that these features will really be put to the test. It's that we'll be able to determine if any of the rules needs to be changed. We hope you're as excited about PPOs as we are. We can't wait to see how you play with them and what new ones we can introduce in the near future.

S!