The server is still under development, but we already have a list of game mechanics that we think deserve your attention. Here is what is implemented at this point in time:
The battle is fought for control of the settlements. The campaign begins on July 17, 1942, ends on February 02, 1943. The winner is determined by the area of the controlled territory at the time of the end of the campaign, or if one side loses all available airfields for take-off.
Each side is preparing for a ground offensive operation. To do this, it is necessary to carry out airstrikes on certain enemy units that defend each locality, through which, the attack is set up. Offensive ground actions take place in between missions. The success and depth of the ground offensive depends on the actions of the air force.
The front line is based on the control over the settlements by both sides and reflects the actual situation in the combat area. After capturing one or more localities the front line is shifting. Without active combat operations on the part of the pilots, the front line can not move in the direction of the offensive.
To capture a locality, it is necessary to destroy all the targets defending it. The capture of localities is carried out sequentially one after the other. First one at first, then the second, etc. You can not first attack the locality, which in terms of attack is the third in a row, without first capturing the first and second, respectively.
Front-line settlements (located directly at the front line) have a reinforced defense, so in such settlements, one more target is set than in the rear.
While capturing a frontline locality requires destruction of four targets, capturing of a rear locality requires destruction of only three targets.
There are several types of targets on the server. Some of them are set up around the locality that is planned for the attack.
Initially, all targets that are part of the attack sequence are disabled. They are included only around the locality that is currently defined for the attack (that is, the very first in the attack sequence, the targets of which have not yet been destroyed). After destroying all targets around one locality, the targets set around the next locality according to the attack sequence are included.
To destroy the target, it is necessary to destroy a certain percentage of buildings, equipment or weapons in its composition. Each target has its own "strength". Durability is determined by the percentage of the total number of "lives" of all objects in the composition of this target.
Let's assume that the target consists of 100 regular static cars.
Let's assume that it is given a strength of 55%.
Thus, in order for the target to be considered destroyed, it is necessary to destroy 55 static cars.
In addition, some targets have targets that are mandatory for desctruction. These can be tanks, armored cars, anti-aircraft artillery, cannons, etc.
If you hover your mouse over the target icon inside the game, you can read which and how many mandatory objects are required to destroy the target.
A target cannot be considered destroyed until all mandatory objects have been eliminated and a number of objects equal to or greater than the specified strength has been destroyed.
Let's assume that the target consists of 95 regular static cars.
Let's assume that 5 tanks units are set as mandatory objects for destruction.
Assume that the target is given a strength of 55%.
Thus, we still need to destroy 55 objects, but these 55 objects must necessarily include five tanks. Therefore, we need to destroy 50 static cars, plus 5 tanks.
You can destroy 80 static vehicles, but until five tanks are destroyed, the target cannot be considered completely destroyed.
The interactive web map displays the status of each target in realtime mode (without reloading the page). To view the status of a specific goal, click on the icon to open a contextual description of the target.
In the screenshot below, an Infantry Company is depicted:
When the target is destroyed, the commander will send a message about it in the chat, remove the target icon from the game flight map and from the interactive web map.
If all targets around a locality are destroyed, and there is another locality to be attacked in the attack sequence, the commander activates new targets already around the next locality, and so on until all localities in the attack sequence are considered captured.
Hidden targets (targets that are not marked with icons on the game flight and interactive maps) are forbidden to attack!
In case you see a message in the chat (- =COMMANDER=-: Attention {PilotName}! You are attacking a target that is forbidden to attack!) addressed to you with a request to stop the attack, immediately stop the attack! This means that you are attacking a hidden target. Navigate the terrain to find the activated target.
It is possible to plan an attack at the end of each mission, in a specially designated time period of 180 seconds. Before planning an attack, the mission generator rebuilds the front line based on the results of the previous mission, sets up the take-off airfields and starts the countdown timer 180 seconds. During this time, the player can save a planned attack or vote for an attack saved by another player. All attacks, as well as the votes saved outside of this time, are ignored and deleted before a new iteration of attack planning.
On the interactive map, while planning an attack, a countdown timer appears in the upper-right corner, showing how much time is left before the allotted time expires. Any player who has registered on our website, linked a game account with an account on our website, selected a coalition in his personal account, and located at the time of planning an attack on the server can plan an attack. The officers may not be on the server while the attack is being planned.
Each coalition can plan to attack up to five localities, but taking into account the amount of resources stored in field warehouses. Below, the warehouses will be described in more detail, now you just need to remember – the fewer resources in the warehouses, the fewer settlements the coalition can attack.
To plan an attack, you need to click on the"Create attack"button in the upper-left corner of the web map
The display of the web map will change and become the same as in the screenshot below:
The dots represent localities.
By selecting localities on the opposite side of the front line, you can tell the mission generator in which order you are going to attack.
It is impossible to attack settlements inside the formed "pockets".
The first selected locality must necessarily be a front-line one, that is, it must be located directly at the front line.
All localities are connected to each other. Their connections are shown as dotted lines when a point is selected. You can only select the next point that has a connection to the one you just selected.
After you finish building the attack, click on the"save"button
Then, you can open the attack panel and view all the saved plans.To do this, click on the"List attack"button
In the panel that opens, you will see all the attack plans that the players have saved. By clicking on the "plus", you give your only vote for the provided attack. Remember, you can only cast a vote once per mission. Voting for your own attacks is prohibited. A click on the "eye" on the map will display the presented attack.
Airfields are divided into two types:
Active airfields are ordinary, familiar airfields, just like on any other online server. Active airfields cannot be destroyed or disabled. Such airfields are covered by twelve air defense installations. 4-large caliber, 4 – 20 mm and 4 - small caliber.
The maximum number of active airfields per side is four.
Each airfield can only be located in its own sector of the map.The entire map is divided into four equal parts along the vertical axis and following the condition is applied - airfields are set no closer than 20 km and no further than 60 km from the front line (the front line that defines the boundaries of a pocket is not taken into account). Once the sectors are obtained, in each of them the mission generator searches for all the airfields and selects any of them randomly. If you imagine the front line as a perfect straight line and draw sectors for the very first (southern airfield), you will get something like in this picture below:
In the figure, the yellow line is the front line, and blue and red indicate the sectors where the mission generator will search for the first airfield for each side.
Airfields are numbered from 1 to 4. The first is the southernmost airfield, the fourth is the northernmost.
If the mission generator does not find an airfield in a sector, it simply does not set it up. In this case, a side will have one airfield less.
A FARP airfield is any airfield located no further than 40 km from the front line (the front line that defines the boundaries of a pocket is not taken into account).
The status of a FARP airfield can be checked as follows: flying over the FARP airfield, within a radius of 1500 meters, an icon will appear on the flight map inside the game, signaling that this airfield is operational and it can be serviced.
At the FARP airfields, you can repair a damaged aircraft, heal the pilot, replenish ammunition and refuel the aircraft with fuel. To do this, you need to land at a friendly FARP airfield. Then taxi the plane to the nearest apron, make sure that the service area icon appears in the lower-left corner of the screen, and turn off the engine.
This is how the service area icons look like:
In the figures below, red rectangles highlight aprons as they look from above:
To repair the aircraft, it is enough to stay in the service area with the engine turned off until the damage is completely repaired. The repair icon (wrench and pinion) will flash.
To replenish ammunition, press Ctrl + A.The rearmament icon will start flashing.
Refueling is activated by using the keyboard shortcut Ctrl + F.
You can stop refueling at any time by simply pressing Ctrl + F again.
While in the service area with the engine turned off, the pilot is automatically provided with medical assistance until complete recovery.
Each apron on the FARP airfields is defended by mobile anti-aircraft artillery.
Each such airfield is equipped with a siren for timely notification of the approach of enemy aircraft.
Important: FARP airfields don't work inside "pockets"
If a FARP airfield is set up near a locality that is currently identified as being attacked, such a FARP airfield stops servicing aircraft. FARP airfields that are in the attack plan, but are not under attack at the current time, continue to serve the aircraft.
The list of aircraft at each airfield is different. All planes are accounted. If the plane is shot down, it is excluded from combat operations. The exact same one is ordered instead. The delivery of the aircraft to the front will be not performed immediately, only after some time. At the moment, the replenishment of the aircraft is made after 2 or 3 game days (2 or 3 missions). For example, if the aircraft has a replenishment rate of If 3 missions are set, the aircraft will appear at its airfield during the generation of the fourth mission. One mission has a duration of 2.5 hours.
All planes that are damaged by the player at the end of the session are taken into account. Thus, if the aircraft is damaged and the network connection is lost, the aircraft will be written off.
Ending the session in the air with damage will result in the aircraft being written off.
Landing in a field, outside of an active airfield (radius of 2000 meters) and outside of service areas at FARP airfields will result in the aircraft being written off.
You can end the session at the FARP airfield only inside the service area, otherwise the aircraft will be written off. Exceptions: aircraft are not written off after a message from the commander about the completion of the mission.
Field warehouses store the resources required for the offensive actions of a side. The possibility of capturing localities depends on the amount of resources in the warehouses.
Field warehouses have an installation logic similar to that of active airfields.The difference is that there are not four warehouses like airfields, but five. Accordingly, the map on the vertical axis is not divided into four, but in five parts. A field depot cannot be established closer than 25 km from the front line and further than 55 km from the front line.
A field warehouse is restored and replenished with equipment from the supply columns (cars, tanks, etc.). But, at the same time, the destruction that is not restored by the arrived equipment is transferred to the next one the mission.And so on until full recovery and replenishment.
Equipment supply is unable to replenish the stock of resources as long as the structure of the warehouse completely restored(no damage). Only after the destruction is restored, the warehouse can be filled with resources.
Each warehouse can store up to 180 resources.On the interactive web map, resources and destruction are displayed in realtime mode (without reloading the page).
The total amount of resources the coalition has provides the opportunity to capture more localities in a single mission. The fewer resources are in the warehouses, the fewer localities can be selected. for the attack. The sides can completely lose the opportunity to attack if they allow their warehouses to be destroyed.
For each warehouse, there can be no more than three supply columns (paths). If you destroy all three supply columns, the warehouse will not be replenished and will not be restored.
Each warehouse is supplied in case of present damaage or insufficient resources (less than 180). Supply column will be sent to the locality where the warehouse is located.
The maximum number of supply columns moving at the same time is no more than two. Priority supply is given to those warehouses that have the least resources.
For each delivered resource, the commander can either use it to restore the destruction, or simply replenish the warehouse with it. One resource unit restores one destroyed building. Thus, to restore one building and fill it with a resource, you will need two resource units (two vehicles from the automobile supply column).
The commander repairs the damage or replenishes the warehouse using each piece of equipment that has reached its destination. Depending on the type of column, the amount of imported resources per unit of equipment is different.
Example: the warehouse has no destructions, has 168 resources. To fill the warehouse with resources, you need to deliver 12 resources or 12 pieces of equipment as part of a car convoy. If 6 pieces of equipment get destroyed on the way to the warehouse, the warehouse will have 174 resources.
"Icons" are placed along the route of each supply column. Driving through such places, these icons are activated and become visible on the flight map inside the game.After a while (three or four minutes) they are deactivated and become invisible.The icons themselves do not move with the supply columns.They remain in place, but by the order of activation, you can understand in which direction the supply column is moving.
Supply convoys are often forced to move across bridges.These bridges can be destroyed.They are not marked with icons on the flight map.But, having determined the direction of the supply column, it is possible to determine: whether it will overcome a water barrier over a particular bridge.
Since field warehouses have a limited number of supply routes (maximum of 3 per warehouse), with the destruction of the bridges you may terminate these supply lines, preventing the restoration or replenishment field warehouses.
When a bridge is destroyed, the commander will give the command to stop the supply column. If the column has time to stop, it will stand at the bridge for five minutes, then disappear. In this case, only half of the delivered resources will be taken into account based on the number of vehicles and the type of column. If, however, the column is completely destroyed while standing at the bridge, not a single resource will get to the warehouse.
If the bridge is destroyed before the column starts moving along this route, the commander will see the destruction of the bridge and exclude this and all other routes passing through this bridge from rotation. In this way, you can completely stop the movement of columns if there are bridges in all their routes.
According to the results of the mission, one or more localities may be completely encircled. When it happens, each locality that falls into the "pocket" will be assigned 1.5 survivability points. At the same time, 40 resources are written off from the warehouses of the coalition, whose troops fell into the "pocket". If at the time of generating the next mission, one or more localities continue to be encircled, the generator will write off one survivability point from one of them (from the one having the least survivability points at this moment). If, as a result of the operation to write off the survivability points, the locality remains 0 or less survivability points, this locality automatically passes under the control of the opposite party, at the same time from the warehouses of the coalition that loses control over locality, 36 resources are written off.And so on until the complete elimination of the "cauldron".
The interactive web map in realtime mode(without reloading the page) displays information about the number of survivability points of all settlements that have fallen into the "pocket"
In order for a locality to survive for some time in the encirclement, it can be supplied with survivability points using Ju-52. To do this, you need to land Ju-52 (Transport) within a radius of 2300 meters from the point that indicates a locality that requires supplies.
When landing, Commander, in a private chat, will send a message about a successful landing, if it meets the conditions of supply.You will need some time (about a minute) to sit on the ground and wait until the supplies you have delivered will be unloaded from the plane.After successful unloading, the commander will send you a private message again and allow you to take off.After that, you can return the plane to the airfield, or fly for a new batch of cargo.
To make a new flight, it is not necessary to return to an active airfield. You can perform a landing at an allied FARP airfield. When landing at the airfield, you need to wait for a private message from the commander about the successful loading of your aircraft, after which you can perform a new flight.
One flight Ju-52 can bring 0.35 survivability points.
You can't load supplies for a new trip inside a pocket.
At the moment, our own statistics are still in development, so we have to use a publicly available statistics engine developed and maintained by two people =FB=Vaal и =FB=Isay.
A local victory is a victory in one local mission.
Until our own statistics are ready, we believe that the campaign was won by the coalition that won the most local victories.
The victory in the local mission goes to the coalition that captures more settlements than the opposing one.
Note that capturing a locality using the pocket elimination mechanic also adds one locality to all the others captured in the normal way.
Thus, even if there is no one in the mission, but the locality has changed the coalition to the opposite as a result of the surrender of the pocket, the coalition that besieged the pocket is considered the winner.
The server uses a program to emulate communication via a radio station with the appropriate sound effects and other nice features. You can read more at the link.
In addition, we have developed a special system that will report attacks on targets by the opposite coalition using voice, as well as create an atmosphere of airfield traffic by emulating radio communication with dispatchers.
In channel 1, the radio exchange is conducted in English.
In channel 2, radio exchange is conducted in Russian.
If you like what we do. If you can and want to support the project financially, we will be happy to receive any assistance, even the most insignificant, since we pay for the equipment rent on a monthly basis, we invest a lot of effort in the development of the project itself and spend an unthinkable amount of time on the development of the project.
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