WoT’s Platoon System is a well-made grouping system. Should we expect WoB Task Group System to be familiar?
We think that WoB Task Groups will be similar to WoT Platoons, but considering specific naval themes, there may be some modifications of the base WoT system. Obviously, ships are quite different from tanks. These death machines of WWII used to have quite different strategy, tactics and technical features. Taking WoT Platoons as a base of a Task Group system, there will be some expected changes due to the distinct nature of naval warfare. At this time, it’s difficult to predict clearly what exactly these changes will be.
If WoB has the Task Group System, can a clan/fleet merge/link multiple Task Groups together on one large map to create a Task Force?
World of Battleships’ development is still in a rather early stage, so we cannot yet speak with certainty about specifics like this.
With WoT’s Clan Wars Commander’s Screen setup, can we expect a WoB Task Force Commander’s Screen setup as well?
We are going to take the main WoT features to WoB. Of course, there will be some changes driven by the differences between battleships and tanks. Concerning the screen, we are happy with the standard interface and see no reason to change it.
Will WoB use the same crew system as in WoT, like a Navigator, Chief Engineer, Fire Control Officer, Damage Control Officer, Communications Officer and Supply Officer?
Generally, the WoB crew system will be the same as the WoT system. We are going to use the same damage and regenerating systems for battleship crew. Also crew modifiers will be like those that we have in WoT and will depend on a member’s qualification. However, there will one difference: a battleship’s crew will be bigger than a tank’s crew. Due to Navy Regulations, a battleship’s crew structure is much more complicated than a tank’s.
Will each crew member be available to be trained in Core Quals as well as additional Qualifications?
The training system will also be similar to WoT one. Any crew member will be able to get lots of qualifications – both core and additional. I can’t reveal their names, but I can say that the system in general will be similar to WoT one.
Do crew members have the capability to repair certain parts of damaged systems or will a “Repair Token” be available as a single-use item?
A battleship’s crew and its qualifications won’t be connected with repair. There will be WoT-like “Repair Tokens”.
Will the Task Group / Task Force leader have certain powers available, like “Recon Planes”, “Underway Replenishment” or “Task Force Reinforcements”?
There will be no superpowers. As with a tank’s commander, a ship’s captain will be responsible for spotting enemy vehicles. He affects the view range of the vehicle, with more competent commanders being able to spot enemies at a greater distance.
Will Naval Gunnery and Targeting be set as a Range Circle around your ship and how will crew skills affect a player’s Reload Time and Accuracy?
Actually, there will be a dispersion ellipse, not a circle. We decided that ellipse-like sight would be more useful for a WoB player. Of course, higher crew skills will directly improve a vehicle’s reload time and accuracy. I can’t recall the exact rates of improvement, but in general it will follow the logic of real battle.
Are any “Special Weapons” available, like “Buzz-Bombs” or “Tactical Nukes”?
As with WoT, our goal is to create a realistic game based on WWII-era warfare. All of the weapons, vehicles, and battleships that we include in the game have a real historical basis. There will be very powerful guns and legendary premium ships. We are trying, with great care, to recreate the spirit of naval warfare from that time period and therefore are not planning to include any super weapons.
Will Destroyers be equipped with “Surface Firing Torpedo Launchers”?
Actually, torpedo launchers are the primary weapon of destroyers. We are very attentive to historical and technical details. Our 3D artists and game designers scan detailed literature, schematics and photos of ships closely. Moreover, we have a few professional historical consultants with naval backgrounds and experience who provide a lot of detailed information of how a ship looked and what weapons she was equipped with. Our game designers and historians both agree that we could never include a Destroyer without torpedo launchers.
Will the DPS for Torpedoes be equivalent or higher than the DPS for Large Caliber Shells, i.e. 12” or even the 16” shells?
Again, it’s a question of the level of historical accuracy that we want to achieve in World of Battleships and, as stated, our mission is to create a realistic game. All of the technical characteristics are taken from real documentation, so I can say with certainty that the damage of one torpedo will be, as in real life, much greater than the damage of one standard big caliber shell.
With radar in its infancy in WWII, could we see some classes of ship equipped with Navigation and Targeting Radars?
You are quite correct; we couldn’t ignore the important role that ship borne radar played in WWII. Moreover, radar will definitely bring more fun to gameplay. Our ships will be equipped with all types of radars and antennae that existed at that time.
If Radars are available, how will this affect Naval Gun Accuracy if used?
Obviously, the radars of the 1940s were not as precise as modern FCS. Nevertheless, they are still used as usual optical rangefinder replacement, so you shouldn’t expect much difference.
Will Manual Gun/Torpedo Targeting be available if the radar is not equipped, damaged or destroyed?
Radars will add some bonuses to accuracy, but don’t expect that they will be an overly dominant factor – it will not matter if the player uses radar or not. Only manual control will be available for main caliber guns and torpedoes and secondary guns and AA guns will be controlled by AI, to make the gameplay more pleasant.
Since WoB will not have playable submarines, will an available “Sub Patrol Power Up” be available to the players or Task Force Commander?
No, there won’t be anything connected with “sub-“. No submarines or sub patrols, at all.
What can you tell us will entail in regards to compartmentalized damage i.e.: rudder, guns, engine room, magazine (magazine explosions such as the battle cruisers at the battle of juland) or water entering a damaged section of the ship?
We try to take into account all of the main parts of the ship which affect gameplay more than others. Thus the damage model in World of Battleships will take into account rudders, guns, barbets, engine rooms and boilers, magazines, radars, rangefinders, as well as the exact thickness of armor plates.
In what time period will WoB start, Pre-Dreadnought?
World of Battleships will include vessels from the very beginning of 20th century – a time period known for its release of a great number of legendary navy ships. We are going to start with the dreadnought, which symbolized the origin of the Battleship Age. I can also reveal that some pre-dreadnoughts may appear in the game as premium ships later on.
How will Aircraft work with the CV’s that have been mentioned that will be in the game? As you might be aware or unaware many gamers have expressed that, they hope it will be better than that of Navy Field.
World of Battleships won’t disappoint them in this hope. Of course, both games are dedicated to naval warfare in the 20th century. The main difference is that World of Battleships will be RTS but more complex than the Navy Field’s system. Besides that, WoB is going to be an action game. You will be able to ingrain yourself deep in the strategy, but will also have the opportunity to just have fun, shoot at plenty of enemies and sink them all. I’m sure players will love it.