
World of Warplanes is a global-scale flight combat MMO action game dedicated to air combats on vehicles that were designed and produced in the middle of the XX century. The game will combine both PvP and PvE elements, where players will encounter real opponents and destroy AI-controlled ground objects.
Actual system requirements are presented below and are subject to change in the course of the game development.
World of Warplanes supports most Microsoft Windows series operating systems. World of Warplanes will most likely function with Windows 8, but we do not currently have a full line of support in place to assist with all troubleshooting. Plans of porting the game to other platforms, if any, will be revealed further on.
Currently, during the Closed Beta Test stage, World of Warplanes features 59 machines from America, Germany, and USSR. Upon its release, World of Warplanes will feature about 100 warplanes. This number will be constantly growing while we’ll be adding new planes and nations, until the number reaches up to 100 models per nation.
Upon the release, three nations (USA, Germany, and USSR) will be introduced. Each nation will have two lines of warplanes that will belong to three main classes: fighters, heavy fighters and ground-attack planes. Later on, all initial nations will get additional branches, as well as British and Japanese vehicles will appear. Every tech tree contains vehicles of tiers I to X.
Currently we are testing battle modes with different objectives, but the main roles for each class do not depend heavily on a game mode. Fighters struggle for air dominance in dogfights, defend allies and intercept hostile machines. Ground-attack planes, with their lack of agility, try to survive fighter attacks and aim at destroying ground targets. They will be engaged in air combat of course, but it is not their main priority. Heavy fighters will be somewhere between the two former classesplaying universal soldiers. The typical role of a heavy fighter is intercepting enemy ground-attack planes, as well as battering mildly defended ground objects.
We are trying to keep the balance between realism and captivating gameplay, that’s why, in its core essence, World of Warplanes is a mixture of a simulator and an arcade. On the one hand, the game has a precise and comprehensive flight model that includes aerodynamics for every plane, and a complex damage system that affects behavior of warplanes in various ways. Moreover, all performance characteristics have been taken from the historical sources. On the other hand, our major goal is to make the game more interesting and bring more dynamics into it, so we calibrate the system to achieve the best result. That gives the game its unique character.
There is a 15-minute limit for a battle. That’s theory. But practice shows that, as long as plane fights are much more dynamic and adrenaline-packed compared to tank clashes, an average battle will last from 5 to 7 minutes.
We are now working on the tutorial mode for newcomers, which will help them get into the interface peculiarities and learn basic piloting skills. Sure, rookies will get into battles separately from the skilled players.
The tutorial mode will be available purely online because the flight model and battle logic are both calculated on the server irrespective of a game mode.
Players can choose from keyboard, mouse, joystick and gamepad. All control methods are in constant development and polishing. There is no crucial difference between the control methods, just a matter of taste. To achieve victory, a player should think about tactics, not about the type of joystick to use.
Auto aiming is quite a complicated thing for air combats, because most weapons do not have turrets and thus follow planes’ trajectory. Probably we will implement some sort of bullet guiding system that will help players aim better, but that will function only with small calibers and perform only insignificant targeting corrections.
Before each battle, the game will randomly divide players into two teams according to the level and the development stage of their vehicles trying to make both teams equal in overall power. This means that a team may include vehicles belonging to different nations and classes.
Players will use historical ammunition: cumulative, high-explosive, piercing and some more variations of bullets and shells. The order in which players will be able to load ammo will be adjustable, which means that you can pick any order of bullets in your machineguns.
Along with shells and bullets, players will be able to use unguided missiles and various kinds of bombs.
We are still experimenting with the free camera. For now, there is a “following camera” mode where you can stick to your teammate planes that are still in battle.
The size depends on a battle scenario: players should have an opportunity to find an enemy easily, yet they also need a space for maneuvers and tactical decisions. For now, the typical size is about 220 square kilometers.
There are lots of breakable elements. Most of them are passive and active ground elements: constructions, AA cannons, vehicles. We are aiming at making most of the elements on the map destructible.
Yes, we are planning to implement different times of day and weather conditions. All these changes will make their effect visibility, plane behavior and victory conditions in the end.
As of now, all the planes in World of Warplanes are divided into American, German, and Soviet vehicles. Within each nation, warplanes compile a development tree that starts with tier I vehicle and ends up with tier X machines. In order to get a desired vehicle, players will climb up those development trees.
All the upgrades are available according to the development trees. You start with the lightest and cheapest plane, and by earning your experience points, you can further upgrade your vehicle by installing better equipment of higher levels. If while upgrading your vehicle you decide that you’ve chosen the wrong development branch, you can switch to another one by jumping several levels back to the branches intersection.
Every plane will have a crew. Most of the planes will have only one crew member – a pilot. But there are some vehicles that have second pilots and gunners. All crew members will gain experience and learn new skills.
Players’ personal garages will be able to store several vehicles at once regardless of their country of origin. I.e. you can simultaneously keep American, German, and Russian vehicles in your garage and use them at any time. Moreover, you’ll be able to buy additional garage slots thus expanding your fleet of planes.
In World of Warplanes, players have credits which they gain by taking part in battles and eliminating their enemies. Apart from credits, there is gold that every player can purchase for real money. Possessing gold will result in some bonuses that will neither affect the gameplay nor give players decisive advantage in battles.
A losing team gets credits after a battle, but the total amount is less than the winning team gets.
There is no clan system in World of Warplanes yet, but it will be implemented a bit later. A player will be able to create a clan consisting of up to 100 people with a certain amount of gold at their disposal. WoWP and WoT will have independent clan systems, so if players join a clan in WoT, they can join another one in WoWP.