1.32 Features Revealed
(53 votes, average 4.21 out of 5)
Written by RAFTER   
Friday, 30 July 2010 08:21

RAFTERIt's time to lay out the feature plan for our next point release. 1.32 is currently in development and will include Player-Placed Objects and Bail-out for Aircraft along with a few other goodies.

 

Player-Placed Objects (PPOs)

As previously outlined in our Development Note of July 14th, we have defined the first three PPOs.

The Field Reinforcement Unit (FRU) which will allow truck drivers to drop an infantry spawn object onto the terrain and drive away to conduct other operations. The FRU will follow the same rules as current mission-based MSPs with restrictions on where the object can be placed as well as limiting the number to one per mission. Once the new FRU is placed, mission leaders can decide to destroy it and create an opportunity for a new one to be placed. This is the same as current MSPs. FRUs will take damage and can be destroyed and will provide the same resupply function as a truck.

The next two PPOs are for infantry units and for the first time, allow players to build objects on the terrain;

Infantry Fighting Position (IFP)
The IFP will be a small berm- big enough for a couple of infantry to be concealed and covered from enemy fire. One of the goals is for the object to blend in with terrain as much as possible with characteristics similar to existing berms. IFPs will have a build timer for placement and a lifespan timer for removing them from the game world when unused.

Gun Emplacement (GE)
Sappers will have the ability to build a Gun Emplacement on the terrain which will serve as an AT/AA pit offering cover from enemy fire. GE's will not provide any spawning capability but will have a resupply function similar to trucks. GE's will be destroyable by enemy fire, a build timer for placement and a lifespan timer for removing them from the game world when unused.

A server-based area grid will track these objects and limit the number of PPOs in order to manage performance issues. A HUD element will provide feedback to players on build availability. A change in this feature design from the original article should be noted; the arbitrary player limit of (2) PPOs per sortie has been deleted from the design as we believe that the combination of build timers, lifespan timers and server managed limits eliminates this requirement.

Read the original PPO article here

Bail-out for Aircraft

As one of our longest standing requests from pilots, bailing out from aircraft has remained an elusive feature. We have chosen to develop a partial answer to this request with 1.32.

The goal of this feature is providing a means for a pilot to increase the chance of having his mission scored as "Rescued" or "MIA" instead of "KIA". Pilots will have the ability to despawn while in-flight which will activate the despawn timer. Once the timer expires, the player will be dropped from his aircraft with a chute attached and will begin descending to the ground. The first-person view will be similar to what is seen as a paratrooper in descent. After touching down, the despawn function will be completed with the presentation of the after-action report. Pilots will not have the ability to continue play as infantry once touching down.

After a player bails out from the aircraft, it will continue on an uncontrolled flight path until it crashes to the ground/water. This will provide additional time for enemy aircraft to fire and potentially cause critical damage. Critical damage to the enemy aircraft will result in a mission score of "kill". Should the aircraft not be critically damaged prior the completed despawn of the pilot who bailed out, the aircraft will also despawn from the game world as seen in current play.

Along with these two features, we've got a short list of items we're working as well as some fixes/changes that are being moved from the 1.31 branch to the 1.32 branch. We will be sure publish details of other items that get officially added to the 1.32 release plan as they get the green light.

Work on 1.32 has been underway for some time and we are taking an aggressive approach to the schedule. We have not yet set a release date for 1.32 but we will post updates as available.

Please post any comments or questions below. Your feedback is welcomed!

 

 

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Comments (74)
1 Friday, 30 July 2010 08:59
Lexfire
Will there also be a 3rd person view of the pilot actually exiting the aircraft ? Thxs for the update. [Players will see the pilot with chute descending but at this time there will be no 3rd person view of the "ejection" for the pilot -Rafter]
2 Friday, 30 July 2010 09:10
Randy
Neat new feature! Will pilots and thier chute be susceptible to fire when decending to the ground? [Not at this time -Rafter]
3 Friday, 30 July 2010 09:40
moxin
Time and time again, you guys continue to kick ass!
4 Friday, 30 July 2010 09:46
Jokeri
Will the bailout speed and angle to be determined like level 200 km/h? I just wan't to know that no 900km/h spiraldive bailouts would be done just to make impossible get the critical hit. [We are determining limits on when bailout can occur. More details later -Rafter]
5 Friday, 30 July 2010 10:17
ChiefTom
These are nice features however, where is the fix for the bombing problem of not being able to kill infantry if bombs are dropped from greater than 1000m AGL? [Work done on PPOs will significantly increase the chances that this is addressed- Rafter]
6 Friday, 30 July 2010 10:27
Enigma
Hypothetical situation: A Bf-109 is on a Spitfire. The Spitfire pilot bails out. The Bf-109 plinks the Spitfire but does not deliver a critical hit. The Spitfire crashes. Does the 109 get the kill? [The physics loop, including damage, continues to run on the aircraft after the pilot bails out. In your hypothetical above, yes the 109 pilot will be scored for a kill -Rafter]
7 Friday, 30 July 2010 10:27
IXJac
The most common exploit would be putting the aircraft into a nose dive before bailing out. Limiting the speed and attitude at which a pilot can bail out would be a must. In any event, I like this idea. Far better than planes just *poofing* away.
8 Friday, 30 July 2010 10:32
Ezrelay
Will the Air craft need to take any damage before a being capable of bailing out? [Not in our plan ATM -Rafter]
9 Friday, 30 July 2010 10:37
HaughtKarl
Bailed pilots need to be killable. If I can't shot down a bailed pilot floating down to Earth in his chute then I'll just cut myself and paint my nails black. [Please submit pics :) -Rafter]
10 Friday, 30 July 2010 10:49
Ash
I still don't know why other pilots have wanted this feature so badly. It does not alter gameplay at all. [Only so far as increasing the opportunity for pilot "survivability" and simultaneously increasing enemy opportunity for a "kill" -Rafter]
11 Friday, 30 July 2010 10:58
airmessy
Is there going to be a minimum survivable drop hight for bailers same as there is for normal paratroopers? [Chances are there will be a minimum height limit for bail out -Rafter]
12 Friday, 30 July 2010 11:02
Arradin
now, i may be confused here.. but isnt this exactly the same as just despawning in air , but now you have to wait additional time to acually spawn out ?
if it will be 10 seconds before you can bail out, i think this defeat the purpose of it..
13 Friday, 30 July 2010 11:02
SRF
Are anti-tank obstacles being considered for PPOs, like hedgehogs, dragonsteeth etc...?
14 Friday, 30 July 2010 11:04
czpetr
Why the pilot is not allowed to continue play after touching down? Without cap ability and with pistol only with a few rounds. It should be very immersive.
[Our current persona-based spawning & scoring systems don't allow for this -RAFTER]
15 Friday, 30 July 2010 11:13
Okiemoe
Great additions are on the way!!!!
16 Friday, 30 July 2010 11:15
Darkpatch
Suggestion: add a rule that if the plane is destroyed, you don't have to wait til you float all the way down to despawn. That could take quite some time. Players will biatch about this, mark my words!
17 Friday, 30 July 2010 11:22
danaan
Any chance we'll see a revamped mission scoring system any time? One that a) encourages and rewards leadership, and b) encourages team play? It was talked about a number of years ago, and some steps on that development were taken. What happened?
18 Friday, 30 July 2010 11:31
Obear71
Waa? but....what? wait....what? I I I I I think .... This .....wow....what? Serious? what? what's happening? what's going on? where am I? what? when?
19 Friday, 30 July 2010 12:25
Frantish
Awsome! *Another* one of my ideas is reality! Ok, Ok, maybe CRS was thinking the same, but I did post 3 months ago a nearly identical idea.
20 Friday, 30 July 2010 12:54
bleem319
So if the attacker gets a kill credit, does the bailed pilot not get a crit damage (a death on his unit stats)? I've never known a stat ho to think that an MIA with crit damage was any better than a KIA with crit damage, it affects scoring the same. [Bailing out might result in no KIA (MIA or Rescued, never RTB) for the pilot, but enemy still gets credit for a kill because the aircraft took critical damage -Rafter]
21 Friday, 30 July 2010 13:36
IXJac
Will bombers spawn multiple chutes? [Undetermined -Rafter]
22 Friday, 30 July 2010 13:50
Sethorion
Sounds awesome! I can't wait for 1.32
23 Friday, 30 July 2010 13:51
Merc88/87/86
What about the dogs...will the dogs be able to bail. [yes/yes/yes -Rafter]
24 Friday, 30 July 2010 14:14
planck
If i bail at 35kt, do i have to wait 6 hours before I hit the ground and despawn? [min and max altitude for bailing is likely. Also, once your aircraft hits the ground you are sent to the U.I. -Rafter]
25 Friday, 30 July 2010 14:28
dekard
How will you be able to tell I can shoot this 'parachute guy' (paratrooper) from I can't shoot this 'parachute guy' (bailing pilot) will confuse people if they didn't see the bail and can't kill the pilot. [Pretty rare occurance I'd say. There's no solution to that issue ATM -Rafter]
26 Friday, 30 July 2010 14:38
thewookie
WOOOOT But also why not let the player who bails out get to fight with a couple clips of pistol ammo. [Our persona-based spawning and scoring systems do not allow for that to happen at this point. -Rafter]
27 Friday, 30 July 2010 15:35
Jokeri
Is it possible to add certain conditions when bailing like: Last or most joules dealer get's automatically kill from the bailing player (plane could vanish like in despawn now)? If plane undamaged when bailing act like proposed in the post.
28 Friday, 30 July 2010 15:50
Tzulscha
Excellent!
Been waiting a long time for this one. Thanks Rats!

I would like to see one parachute for each LIVING crew come out of bombers if I had my druthers.
29 Friday, 30 July 2010 15:54
Siole
these gun emplacements will be ai?? and for instance... sayyy 20 sappers are on a hill they can build 20 emplacements and rain hell below? this could be a problem...
Administrator's reply:
Saturday, 31 July 2010 08:19
MOTORMOUTH
Gun emplacements will only be shells that can be used by players for ATG deployment. They won't be AI manned.
30 Friday, 30 July 2010 16:29
hchris
I don't have a question, only a comment: YOU GUYS ROOOOOOOOOOOOOOOOCK!!!!!!!!! Be sure to send this out via newsletter!!!
31 Friday, 30 July 2010 16:57
dabar0n
Awesome. Question though. So if the plane hits the ground before you do it is considered a KIA? Am I reading that right? Not sure if that is real cool.
32 Friday, 30 July 2010 17:53
Stege
When will we see the bailing option for all the rest of the vehicles ? Or are the development turning towards a flightsim even more now ?
33 Friday, 30 July 2010 18:51
Tazz
I'm against bailing because people will grieve planes to get behind enemy lines. This now seems OK as long as gameplay ends once the pilot bails. A healthy pilot in broken plane = RES/MIA. A dead pilot in good plane = KIA. That life, war is hell.
34 Friday, 30 July 2010 18:59
Sixpence
With the axis having halftracks, and the new capture feature, hotdrops will become more common. It would be nice to see the allies get a lend lease halftrack to do the same, allowing for more halftracks for each side in later tiers.
35 Friday, 30 July 2010 22:27
Hastati
An addition to IXjac;

Will multicrew produce two chutes.
Will you be watching your avatar floating, or be in first person view?
& will landing result in 10s then despawned or will your pilot still jump?
36 Friday, 30 July 2010 23:18
Sniper11
Will we See Bazooks this Patch?? :) That would really change the way we play this game.
37 Saturday, 31 July 2010 04:54
Bigrow
I can think of 100+ new features i would rather see than fake bailing for pilots stats :( I think fixing VERY long standing issues(atg damage models,HC tools,squad tools,chat channels,the UI etc) before adding either of these would be far better.
Administrator's reply:
Saturday, 31 July 2010 08:24
MOTORMOUTH
It's a progression. We have to start small and build from it. We don't want another year long update, future updates will be shorter and contain a few features and several fixes.
38 Saturday, 31 July 2010 06:27
monster
hmmm...are those really pressing needs? Stay focused guys. The games still has many inconsistencies in what it offers now. Fix those first. e.g. death animation, sounds for all, etc.
39 Saturday, 31 July 2010 16:01
Weedus
Great Idea,i love it when i can build Sandbags,Entrechments,Gun Positions in Wargames.WW2O needed such a feature for long time already ;).
It would be very cool to have some kind of MASH/Field Hospital where Wounded players could heal.
40 Sunday, 01 August 2010 02:55
Krok0dil
Dang, finally! you guys RocK!!!! I thought ill never see this option. Every time I show my friends how Spitties bang my 109 they ask why dont I just bail out, now we gonna have that option.
41 Sunday, 01 August 2010 13:12
RiffRaff
In agreement with Bigroll and Monster.. and to sniper11, the Grenader is in game already! Adding bazooks will just kill Tanking!!! Nice work on the new 1.32, but i sure HOPE this stays a SIM!!!!!
42 Monday, 02 August 2010 00:05
suggs
Would it also be possible to bring back guarding points, it was hard enuf to get noobs to guard in the first place, Also could you get like 1 point atleast for ressuplying tanks and stuff in your opel, 1 point per ressuply would be nice. Cant w8 S!
43 Monday, 02 August 2010 14:39
Peter
Just a few thoughts 1) How will you prevent items being placed on one another or on invalid items (other berms, structures etc) and communicate a build space - not within x of x? (thinking of a classic grid overlay or blueprint for the item here) [There are a bunch of checks donw in realtime as you try and place an object. There will also be an on-screen representation with pass/fail feedback -Rafter]
44 Monday, 02 August 2010 14:41
Peter
and 2) If a structure is placed accidentally in the wrong place are they removable and/or editable? For example can they be rotated around point z before being placed or is it just placed in the direction you're looking? [Placed in the direction/orientation you are looking. -Rafter]
45 Monday, 02 August 2010 16:51
blitz
"As one of our longest standing requests from pilots, bailing out from aircraft has remained an elusive feature." Every other war game has had this for eons, and yet it remains elusive for us. Go figure. [This is not your father's flight sim :) -Rafter]
46 Monday, 02 August 2010 21:23
Wesreidau
If a pilot manages to land his aircraft in a field without it receiving critical damage, can he then bail out or despawn to somehow get a recovered airframe? [No changes to current functionality in this regard -Rafter]
47 Tuesday, 03 August 2010 00:49
Jaybo
this all sounds awesome!.. another idea, (probably been mentioned) an engineer class, specializing in support weapons and repair tool to fix broken tracks of vehicles in the field.. [Engineer class infantry are definately in the planning -Rafter]
48 Tuesday, 03 August 2010 05:00
Klemzig
Gun Emplacement (GE)!!!! How sweet will this be defending FB's? Certainly will enhance the FB fights I feel. Or even near the CP's.
49 Tuesday, 03 August 2010 11:47
Radar17
The Bailout sounds awesome. No more despawning 109s that you don't get the kill on. The pilot can jump and we can get the kill. Everyone is happy. Nice job Rats.
50 Tuesday, 03 August 2010 16:19
Peter
Will there be a random element of camouflage (radial clutter etc) to them to make them not so immediately noticeable, as the current static emplacements are immediately noticeable due to their generic shape. [Undetermined at this time. We have a design goal to make them blend into the existing terrain and we have a few ideas on how that might be done. -Rafter]
51 Tuesday, 03 August 2010 16:22
Peter
Will there be various damaged states for the cover? Such as with the current fb's and what happens when a position is destroyed - are all inf or guns also killed? and are they repairable. [The GEs are designed to take damage and be destoyed. No level of visible damage is currently included. The GE and any guns present are treated as seperate objects WRT to damage -Rafter]
52 Tuesday, 03 August 2010 23:11
wetwater
So, when one ejects will it be a first person view as you fall out of the cockpit? Will there be cool effects of the canopy opening or will it be like jumping out of a c47/ju52? [In development version has a third -person camera looking at your avatar with a chute much like the current despawn camera for vehicles. -Rafter]
53 Tuesday, 03 August 2010 23:39
RiffRaff
Can a Rifle mens weapons kill these IFPs and GEs? also when ya think the Navel can be upgrade? Subs *cough* [Expect sachel charges to have an effect on GEs -Rafter]
54 Wednesday, 04 August 2010 09:59
Zakk
I don't understand why you spend precious coding time on bailing as planned. It seems just a useless eye-candy feature. Despawning in mid-air should provide same results. [Not the same. Re-read the feature description -Rafter]
55 Wednesday, 04 August 2010 10:01
Zakk
As for the PPO's, FRU is a good addition, but I question the other two. Our current playing style would make them useless. When we'll create an IFP or GE we'll basically put a big arrow on our position for the enemy to pound us to death.
56 Wednesday, 04 August 2010 12:41
ZBrisk
Bailing for aircraft is all fine and dandy, but it's really important for other equipment as well. AA/AT guns especially. This sounds like a step towards that, so good.
57 Thursday, 05 August 2010 18:32
Schtoop
Until we can run around on the ground this seems pretty useless. To combat all the boneheads who would waste a plane just to get over a target and bail out, make it so if the plane has no damage the eject function fails to operate.
58 Friday, 06 August 2010 06:36
Electrot
This all sounds pretty cool, espacially the PPOs. But, I would love to see personal spawn limits implemented! I hate seeing people spawn sapper after sapper and have a K/D ratio of
59 Wednesday, 11 August 2010 14:32
towdak
bailing from 8k..... the inhumanity
60 Saturday, 14 August 2010 10:02
Peter
Are they planned to be removable by the person that places it. Just in case they placed it wrongly?
61 Saturday, 14 August 2010 16:33
Drumerdude
S! all!!! I wish to come back before this arrives! I love the bailout idea. Just a couple suggestions: 1.) The pilot could also be killed in air. 2.) Maybe the pilot could still fight on ground. Maybe just a pistol and a knife.
62 Saturday, 14 August 2010 16:35
Drumerdude
(continued...) Possibly some grenades of smoke too. But nice job guys. I hope to come back before I forget how to play! Oh and maybe remake the "Drive-By" bug ;). S! all!
63 Sunday, 15 August 2010 00:26
Sweenie
Yes I know Bla Bla Bla medics are OP yada yada yada. But is there any thought into a combat medic class thats balanced, To return some stamina, Change KIA's into RES, RTB?
64 Monday, 16 August 2010 18:17
Raptor341
Good job Rats. Finally will have bailout, been waiting a long time for this role-playing part of the sim. Would be nice to walk around after, but ill wait for that :)
65 Monday, 16 August 2010 21:52
Rick1945
Sweetness thats one step closer to pilots actually being able to play as pistol wielding infantry after bailout Nice one Rats!
66 Tuesday, 17 August 2010 01:36
SabianX
I know its not possible at the moment, but i'd rather have a shovel and [k]take away[/k] from the existing terrain to create firing lanes and to dig in my atg/tank than build an object to place the kit behind. May in the future.. :)
67 Tuesday, 31 August 2010 16:28
john
I dont like the way you guys are presenting the bail out mode for 1.32. there should be a way the the pilot can still fight on the ground armed only with a pistol. they should have the choice weather to fight on the ground or despawn [Not an available option based on current game systems ATM -Rafter]
68 Wednesday, 01 September 2010 19:18
Doyle2090
I would love to see the british have a sherman firefly tank since the british side do not have any tanks capable enough of taking down a tiger tank and have to rely heavily on sappers or 17 pounder anti-tank guns which are prone to infantry attacks
69 Saturday, 04 September 2010 22:14
Speed68
I've always dreaded the use of engineer/sapper as AT infantry, and will be glad when it is finally reclassed from a tank killer (sapper) to it's intended use as Builder/Destroyer (engineer).
70 Monday, 06 September 2010 08:01
Fabio
Hi guys, wonderfull game, but when we will be able to play on Ally Side as Americans and on Axis side as Italians?
Any hope for a North African Theatre?
71 Tuesday, 07 September 2010 10:06
Skom
AIRBORNE!!
72 Tuesday, 07 September 2010 11:19
MissLead
How About been able to configure the trim to a button like auto trim
so u dont got to push the trim button 20 times
i should be able to have a set one
Combat TRIM
Econmy TRIM

SO THAT U CAN TRIM ON THE FLY this would drasticly help noobs to
73 Wednesday, 08 September 2010 17:04
peck27
Are there any plans in the pipeline for new aircraft, personel loadouts etc, not related to the ground war or bailing out?
74 Sunday, 10 October 2010 05:14
ratware
Would be nice if the plane that is bailed gives the score KIA to the guy making the most dmg on the A/P, prior to the despwn/crash.
Also pple should get pts for the damages not nly kills. There is already a dmg model, why not use it for the pts sys?