This process can vary wildly in terms of how long it takes. So to make sure that nothing is overpowered, or alternatively underwhelming, we test heavily to ensure its playability. Balance is, of course, a challenge because we are talking about a game that has tanks which very possibly never fought against each other on the battlefield. Only after all that provisional work is done do we then move onto the next stage, which is the ‘tech tree’ stage. They’re the maximum speeds on various terrains. We also get data on maximum speeds, but not just maximum speeds as you would find on a source like Wikipedia. We detail tactical and technical characteristics all about the weaponry, including the elevation and depression angles, and armor thickness is obviously incredibly important. We then get designers to build what we call a ‘historical description’. This involves archives, blueprints, sketches, military photographs, news reels, and 3D scans where possible. What lengths does Wargaming go to for authenticity and accuracy in its recreations of these incredible machines?įirst, the design team, along with the historical consultants and a multitude of other people, begins work on preparing the potential vehicles.
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