We met with the people at the Wargaming booth to get to know how they progress in developing their latest instalment of the "World of…" series, World of Warships, which is in its alpha build at the moment and supposed to join World of Tanks and World of Warplanes by taking the battle to the seas. From what we got to see, the game idea seems pretty promising, although final visuals and features are still being worked on and expected to be more developed as the game’s beta phase and finally its release draw nearer.
The developers are taking the inspiration for the different ships available in the game from the same period of time as for the other MMOs of the series, ranging back until before WWI and into the mid-50s of the last century. World of Warships will feature 3 different ship classes: destroyers, cruisers and battleships as well as air craft carriers, each providing a distinct play style. Each vessel is a recreation of either an actual construction or real-world blueprint which never was put into practise but comes to life for the first time within the game.
World of Warships gets its cues from WoT and has several features in common with its successful brother, e.g. the gear system. However, when compared to tank action game, it’s significantly slower and more strategic, requiring long-term planning and tactical thinking instead of the characteristic run and gun tactics common in World of Tanks.
At launch, there will be 2 major nations available in the game: the USA and Japan, each of which possesses their particular benefits based on their real-world achievements. American cruisers, for instance, were equipped with superior anti-aircraft guns during that time, while their Japanese counterparts were one-of-a-kind torpedo ships.
Thanks to the incorporation of planes and aircraft carriers, WoWS is able to deliver both the expected naval battles and air tactics. When engaging in sea fights, players will have to be aware of positioning at any time and truly know their torpedoes’ arc of fire and trajectory, as it takes quite an amount of time for a fired torpedo to eventually reach its target, allowing the vigilant prospective victim to initiate evasive manoeuvres on order to avoid the attack.
This generally requires players to fire ahead on their opponent’s estimated fairway, hoping that the latter won’t be able to evade the shot. When hitting one of the different zones of a ship, such as main hull, propeller, torpedo bay, etc., a single torpedo can inflict severe damage while multiple direct hits will completely destroy and sink the entire ship.
As aircraft carriers are presently in alpha testing, these weren’t available during the preview. We got to know, however, that they are an extremely strategic ship type many players who lack strategy and patience might fight shy of. Captains of aircraft carriers will mainly have to manage their different type of planes, 4 of which are available: Scouts, Bombers, Torpedoes and Fighters, providing players with a wide variety of gameplay options and abilities.
In contrast to the more aggressive combat-orientated types of aircraft, Scouts are classically used to detect enemy positions and provide the fleet with an enlarged detection range, which is a crucial component for standing out victorious.
Every plane requires fuel, the onboard amount of which determines their maximum travelling distance before having to return back to their carrier. Due to their weak defences, aircraft carriers will be interested in keeping a safe distance to the main battle, forcing players to find a balance between staying out of the danger zone and being close enough to engage in the battle. They moreover will have to take into account their aircraft’s return, landing, refuelling and reloading, a time the foe might make use of for their counter attack!
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