World in conflict
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World in conflict
I just saw the videos, and have to say, the graphics are really cool!
http://www.sierra.com/en/products/world ... o.wml.html
Apparantly there's a closed beta out, wich I unfortunately didn't manage to get a hold off, one way or another...
If their non-base building concept of gameplay works out in the end remains to be seen. I have a feeling it will probably suck, even tough really amazing graphics as said.
Oh and it's swedish guys making it, yay. One of the spring devs is working there, Kman...
http://www.sierra.com/en/products/world ... o.wml.html
Apparantly there's a closed beta out, wich I unfortunately didn't manage to get a hold off, one way or another...
If their non-base building concept of gameplay works out in the end remains to be seen. I have a feeling it will probably suck, even tough really amazing graphics as said.
Oh and it's swedish guys making it, yay. One of the spring devs is working there, Kman...
So, any thoughts on the game itself?
I d/l:ed the ground control2 demo, from the same guys. I would describe it as a pretty crappy game. The units where very uninspired for example, kind of like you had the boring lvl1 supcom units and thats it. The combat felt artificial and pretty shoddy, stiff.
World in conflict looks like it has more polish and the teamwork multiplayer game mode seem interesting, tough I don't think they will pull off making it very interesting and well working.
I d/l:ed the ground control2 demo, from the same guys. I would describe it as a pretty crappy game. The units where very uninspired for example, kind of like you had the boring lvl1 supcom units and thats it. The combat felt artificial and pretty shoddy, stiff.
World in conflict looks like it has more polish and the teamwork multiplayer game mode seem interesting, tough I don't think they will pull off making it very interesting and well working.
from what i've read and heard from friends you can just what you want to command, like "airforce" oder "infantry" oder "tanks."
Then you get like 4 antitank helicopters and cruise around.
You have like 3 other players on your team, everybody controls around 6 units, more if infantry i guess.
Then the tankguy has to kill the AA for the helicopters which requires teamwork which doesnt excist online and with new players, if things get too complex (BF2 is too complex, thats why it is a deathmatch to steal and crash the most planes)
After 10 minutes of flying around without losing a heli you can use nukes.
World in Conflict <-> RTS = Need for Speed Unterground <-> Racing Sim
nice graphics, boring game.
@Zpock
try Ground Control I
The units are cool, good missions (although i never finished the campaign) , join-during-game multiplayer via dropships and it is FREE now, since part 2 was published
Then you get like 4 antitank helicopters and cruise around.
You have like 3 other players on your team, everybody controls around 6 units, more if infantry i guess.
Then the tankguy has to kill the AA for the helicopters which requires teamwork which doesnt excist online and with new players, if things get too complex (BF2 is too complex, thats why it is a deathmatch to steal and crash the most planes)
After 10 minutes of flying around without losing a heli you can use nukes.
World in Conflict <-> RTS = Need for Speed Unterground <-> Racing Sim
nice graphics, boring game.
@Zpock
try Ground Control I
The units are cool, good missions (although i never finished the campaign) , join-during-game multiplayer via dropships and it is FREE now, since part 2 was published
He started working for Paradox Interactive, but has since left and is now at Massive Entertainment.tombom wrote:Pretty sure he works at Paradox Interactive.zwzsg wrote:Sure you don't mean SJ?
When you talk about that World in Conflict videogame in Spring forums, it is relevant to mention that is coded by the very same person as Spring original lead dev.
ozwzsg wrote:He started working for Paradox Interactive, but has since left and is now at Massive Entertainment.
When you talk about that World in Conflict videogame in Spring forums, it is relevant to mention that is coded by the very same person as Spring original lead dev.
I clearly aren't keeping myself up-to-date with the latest Spring news

- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Someone hit SJ/kman (whichever it is) and tell him I want to speak to him. Being IN the closed Beta, I'm kinda annoyed at some of the more serious bugs I've noticed... 
Seriously though, while I can't say much more, its 1 sweet game and will be living along side Spring and Supcom on my main PC for many years when it comes out.

Seriously though, while I can't say much more, its 1 sweet game and will be living along side Spring and Supcom on my main PC for many years when it comes out.
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Well, now that the closed beta ended, the NDA is lifted, and I can tell you all...
FUCKING EPIC!
theres a few minor complaints I have, mostly stylistic, but eh....
The gameplay itself is INTENSE. It's less an RTS as it is a shooter where you're the commander. It's like an RTS of a table top game....
For multiplayer, there's 2 modes, only 1 of which I got to try.
Theres standard multiplayer, which can go up to 8vs8 in the beta at least. 1 side always the USSR, the other is either NATO or the US, depending where the battle is (the difference in units is moot, just the voiceovers differ. Although the leopard tank > the M1A2 appearance wise ANY day) and you always choose a specialisation. You're either Armour, Air, Support or Infantry, and depending on your choice, some units are cheaper, others are more expencive.
The battlefield is covered in "Control points", particuarly important locations. Anyone who's played Microsoft's close combat series knows what I mean here. You have to have units within the control zones to control that area.
Teamwork is VITAL to winning, since armour is next to invunerable on the ground by a skilled commander, with only artillery or air taking them down, and air can't capture points, but can easily clear them off with a single assault. Artillery... artillery is epic. Fire a couple of shots, pack up and move so that the enemy counterbattery doesn't hit you, then pound em again, rinse and repeat. And since you as support also get anti air cheaper, helo's aren't as much of a worry. However, it's a balance. Do I go all artillery to support my team, and risk being easily wiped by an enemy air player, or do I go with some anti air to watch my own ass? Hell, do I go on the frontline as ALL anti air to cover my team's tanks?
And with the Tactical Aids, which are gained from points given by killing enemy units, capturing stratigic points and teamwork, you can do all sorts of epic things, from basic napalm and tankbuster strikes, paradrops, bridge repairs and light artillery barrages to using a MOAB to eliminate enemy artillery and/or clear enemy forces, and even the "WE'VE GOT MORE POINTS THAN YOU" dickwave of a nuke.
The nuke itself is a tactical nuclear strike, which does impressive damage, and is rather cool to watch. I'll post some screenshots I took since the NDA is now clear. However, a smart team can send their TA points to 1 player, or 2, and get a set of 3 tactical nukes instead of just 1. Also, the camera effect upon moving it into the radiation zone is impressive. You get the giger counter crackle, and the display starts to blur slightly, as if from interfearance...
I would highly reccomend buying, and since certain places do the "Get into the OPEN public beta (Starts next month) with the preorder", I'd reccomend pre-ordering. I'm going to do my part. Are you?
COMRADES, RISE UP AND DESTROY THE AMERICAN CAPITALIST PIGDOGS!
ALRIGHT BOYS, WE'VE GOT TO STOP THESE COMMIE BASTARDS!
Alright chaps, the Reds are coming, and the Yanks say they've no support avalible for us. Looks like it's up to us to show these blighters what for!
FUCKING EPIC!
theres a few minor complaints I have, mostly stylistic, but eh....
The gameplay itself is INTENSE. It's less an RTS as it is a shooter where you're the commander. It's like an RTS of a table top game....
For multiplayer, there's 2 modes, only 1 of which I got to try.
Theres standard multiplayer, which can go up to 8vs8 in the beta at least. 1 side always the USSR, the other is either NATO or the US, depending where the battle is (the difference in units is moot, just the voiceovers differ. Although the leopard tank > the M1A2 appearance wise ANY day) and you always choose a specialisation. You're either Armour, Air, Support or Infantry, and depending on your choice, some units are cheaper, others are more expencive.
The battlefield is covered in "Control points", particuarly important locations. Anyone who's played Microsoft's close combat series knows what I mean here. You have to have units within the control zones to control that area.
Teamwork is VITAL to winning, since armour is next to invunerable on the ground by a skilled commander, with only artillery or air taking them down, and air can't capture points, but can easily clear them off with a single assault. Artillery... artillery is epic. Fire a couple of shots, pack up and move so that the enemy counterbattery doesn't hit you, then pound em again, rinse and repeat. And since you as support also get anti air cheaper, helo's aren't as much of a worry. However, it's a balance. Do I go all artillery to support my team, and risk being easily wiped by an enemy air player, or do I go with some anti air to watch my own ass? Hell, do I go on the frontline as ALL anti air to cover my team's tanks?
And with the Tactical Aids, which are gained from points given by killing enemy units, capturing stratigic points and teamwork, you can do all sorts of epic things, from basic napalm and tankbuster strikes, paradrops, bridge repairs and light artillery barrages to using a MOAB to eliminate enemy artillery and/or clear enemy forces, and even the "WE'VE GOT MORE POINTS THAN YOU" dickwave of a nuke.
The nuke itself is a tactical nuclear strike, which does impressive damage, and is rather cool to watch. I'll post some screenshots I took since the NDA is now clear. However, a smart team can send their TA points to 1 player, or 2, and get a set of 3 tactical nukes instead of just 1. Also, the camera effect upon moving it into the radiation zone is impressive. You get the giger counter crackle, and the display starts to blur slightly, as if from interfearance...
I would highly reccomend buying, and since certain places do the "Get into the OPEN public beta (Starts next month) with the preorder", I'd reccomend pre-ordering. I'm going to do my part. Are you?
COMRADES, RISE UP AND DESTROY THE AMERICAN CAPITALIST PIGDOGS!
ALRIGHT BOYS, WE'VE GOT TO STOP THESE COMMIE BASTARDS!
Alright chaps, the Reds are coming, and the Yanks say they've no support avalible for us. Looks like it's up to us to show these blighters what for!
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
You get a number of points, which you can spend on forces (6000 was what we got in the beta)
With these, you order units.
If a unit is killed, you get those points added to your "potential" pool again, which slowly drains into your actual requisition. If you ordered, say... (this maxes out your points) 6 medium tanks and a heavy tank, and the heavy got killed, you'd have 1200 potential points, which would slowly become requesition points, which you could use to order another heavy tank...
With these, you order units.
If a unit is killed, you get those points added to your "potential" pool again, which slowly drains into your actual requisition. If you ordered, say... (this maxes out your points) 6 medium tanks and a heavy tank, and the heavy got killed, you'd have 1200 potential points, which would slowly become requesition points, which you could use to order another heavy tank...
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Ah, cool, so it's like Robo Rumble or Arena Wars.BlackLiger wrote:You get a number of points, which you can spend on forces (6000 was what we got in the beta)
With these, you order units.
If a unit is killed, you get those points added to your "potential" pool again, which slowly drains into your actual requisition. If you ordered, say... (this maxes out your points) 6 medium tanks and a heavy tank, and the heavy got killed, you'd have 1200 potential points, which would slowly become requesition points, which you could use to order another heavy tank...