DEVELOPER'S CORNER - Game Chronicles Goes Inside the Game
WORLD OF WARPLANES - Visit the Official Website

World of Warplanes is the flight combat MMO action game set in the Golden Age of military aviation. The game continues the armored warfare theme marked in the highly-acclaimed World of Tanks and will throw players into a never-ending tussle for air dominance.

Based purely on aircraft setting, World of Warplanes will allow players to build full-scale careers of virtual pilots offering machines of several key eras, staring from 1930’s with biplanes and up to Korean War jet fighters that led the way to modern air forces.

World of Warplanes will feature a wide range of warbirds, each of them unique in their effectiveness and behavior. Virtual pilots will choose from three main warplane classes — single-engine light fighters capable of engaging enemies in close dogfights, heavy fighters with their deadly straight attacks, and ground-attack aircraft, the fearsome threat for ground targets.

Every plane will feature multiple variations of ammo types, engines, and other crucial modules, and their various combinations will allow to pick the optimal configuration for the most effective behavior in combat.

Game Chronicles goes inside this exciting new flight combat simulation with Project Manager, Alexandr Zezulin:

GCM: It seems that World of Warplanes is being designed to appeal to casual gamers who enjoy airplanes as well as hardcore flight-sim junkies by finding a balanced middle-ground that is accessible to both. What were some main issues you had to address in order to streamline the experience and make it more accessible?

Alexandr: We have geared the flight model and controls toward accessibility and ease of use. It won’t take long to learn the basics and you won’t need to go through a lot of experimentation before figuring out how to handle your warbird. Also, to improve the user-friendliness, we have deliberately omitted such things as spins, fuel mixture and flap controls. We also decided to do without takeoffs as we want players to dive straight into the combat.

Another way to assist rookies is an interactive PvE tutorial, which the game will feature upon release. Short battles against AI-controlled planes are tailored to help players become comfortable with the fast pace of dynamic, 3D aerial combat.

GCM: In looking at the plane classes that will be available, I noticed that you list ground-attack planes. Are we talking dive-bombers like the Stuka, or heavy bombers like the B-17 Flying Fortress?

Alexandr: At release, every tech tree will feature a unique line of machines. These will be carrier-based aircraft for the U.S., heavy fighters for Germany, and ground-attack planes for the USSR. Naturally our Soviet ground-attack planes will include famous Ilyushin ‘sturmovik’ series aircraft like the Il-2, Il-10 and the fearsome Il-40. Further down the line we have plans for each nation to get its own line of ground attackers and the German line will definitely include the Stuka.

Heavy bombers will also be introduced and for us the B-17 Flying Fortress is a must! However, these bombers will be AI-controlled because gameplay-wise, it would be less exciting to control a bomber as opposed to flying other classes of warbirds. Our plan for the heavy bombers is for them to be featured in specific scenarios. For example, during Escort missions, one team will provide escort for a heavy bomber while the other team will try to intercept it.

GCM: If a plane has multiple guns (like a B-17 or a Stuka, with its rear gun) will these be player controlled, or will they be controlled by AI?

Alexandr: Rear-gunners will be AI-controlled but players will be able to assist them by positioning the aircraft so that the gunner gets an easier shot.

GCM: Will there be mechanical limitations to consider in regards to physics? For example, will you stall your aircraft if you try to go nose-up for too long? Red-outs? Black-outs?

Alexandr: We wanted to deliver a realistic flying experience that would be appealing to a broad group of players. As a result, the default flight model contains a fair number of compromises and concessions. For example, holding down the trigger won’t overheat and jam your guns but you will quickly run through your limited supply of ammo and suffer a loss in accuracy. Likewise, you won’t blackout from massive G-forces on tight turns, rip off your wings recovering from steep dives, or stall your plane. Your pilot is there to prevent such catastrophes and his relative skill level will determine how close you can push your plane to the breaking point.

GCM: What types of damage will planes suffer during combat? Can we expect altered flight capabilities due to damaged wings or rudders, or knocked out guns, etc.?

Alexandr: Similar to World of Tanks, World of Warplanes will use a two-part damage model. There will be cumulative damage based on the plane's total hit points as well as damage received to individual components. So, armor penetration and hit location will be important factors plus ramming attacks will also be possible. If you take damage to your wings, your warplane will lose in speed, agility and targeting. Airbrakes and flaps can fail or incur damage that inhibits flight, gear can fail or get stuck and engine damage of varying severity may be incurred.

GCM: Will players be able to bail out if their plane is damaged in order to save their pilot?

Alexandr: A pilot is the heart and brain of a warplane and although he might be injured during a battle, you won’t be able to kill him in the game. Besides, bailing out doesn’t necessarily save the pilot as having safely deployed his chute he becomes an easy target for opposing aircraft or ground anti-aircraft fire. Therefore, we have chosen not to introduce parachutes and ejecting from cockpits.

GCM: One of the features that I wished for with World of Tanks was the ability to join a one-nation team, which you currently cannot do. I see, in your FAQ, that you plan on using the same mixed-nation teams in World of Warplanes. Is there any chance that one-nation teams will become an option for players like me down the road? If not, why?

Alexandr: Having random battles with one-nation teams would cause serious issues with the in-game balance. To ensure fair combat conditions it would require all nations to have identical plane choices. We would have to either bloat tech trees or considerably cut down on the number of models. Either option would involve a move away from our goal of authenticity. So, to maintain an enjoyable and fair in-game balance, teams in World of Warplanes will contain a mix of aircraft from different nations.

We have considered introducing nationally separated historical battles as an independent game mode but do not have plans to introduce this in the near future.

GCM: I read that the credits you earn in any of your World of... games, (eventually to include World of Tanks, World of Warplanes, and World of Battleships) will be linked by your single account and that you will be able to spend them in any game you want. Is this true? Will I be able to earn credits in World of Tanks and then use them to buy better equipment in World of Warplanes? Also, will this apply to any credits that you may purchase?

Alexandr: Players will get a unified account that will allow them take Free Experience and Gold from one game and spend it in another. For example, World of Tanks veterans just starting their ”careers” in World of Warplanes will be able to boost their progress by spending Free Experience and Gold earned while playing World of Tanks.

GCM: One of the things that I was most impressed with in World of Tanks was the detail that went into each of the tank models, and it looks like the airplane models in World of Warplanes are going to be just as accurate. What resources did you use to make your create and texture your models so accurately?

Alexandr: We have historical advisors and aeronautical engineers in our team who spend a significant amount of time studying archive drafts, blueprints and wartime pictures. We also regularly speak to military specialists to obtain their expert insights. And, of course, we couldn’t achieve such level of accuracy without our talented artists and designers.

GCM: Any future chance of combining the three games into one game, call it World of War, where you can participate in a tank battle while player controlled dogfights are going on overhead and bombs are coming down around you as well as shells from off-shore battleships?

Alexandr: Combining World of Tanks, World of Warplanes, and World of Battleships on one map is not practical because of gameplay differences and balance issues. One major issue revolves around the dramatic differences in the space required for the different types of combat. As for the in-game balance, tanks, ships, and warplanes have different levels of vulnerability, which makes it impossible to provide fair battle conditions for everyone.

Although we are not planning to mix tanks and planes in real battles, the three games will be integrated in terms of combat on the Global Map level. Imagine fighting a land battle with tanks and being able to call in airstrikes and bombardments from warships off the coast!

GCM: Snoopy vs. Red Baron? Who’d win and why?

Alexandr: Snoopy, no question about it. He’d boom-n-zoom from the Moon.

Look for more pre-release coverage of World of Warplanes and head over to the Official Website and join the Global Alpha..