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Author Topic: Hell Let Loose Community FAQ  (Read 62 times)

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Hell Let Loose Community FAQ
« on: October 22, 2017, 01:35:42 PM »


As we are still in early stages of development please note that this is a WIP, these are the best answers given at the time, some answers provided may therefore be subject to change. We will edit and update this FAQ periodically and do our best to keep you informed of any significant changes if they occur.

-General-

How much is Hell Let Loose where can I buy it?
You can currently secure your spot in our Closed Alpha and Beta phases by contributing to our ongoing Kickstarter campaign or the upcoming PayPal campaign.

Can I use PayPal?
We are now confirming that we will offer a PayPal form of backing once the formal Kickstarter has concluded. We really appreciate your patience while we've investigated this. All funds raised by PayPal backing options will be applied toward the Kickstarter stretch goals. We’ll update the stretch goal graphic and notify the community across our channels when goals are met.
 
The PayPal option will run for the first two weeks of November - beginning at the conclusion of our Kickstarter. We will offer the most popular backer tiers. If you're unable to find the exact backer tier you would like to support, we'll establish a way to contact us. We'd love to work with you to ensure you have the option you desire (with the exception of the Scout tier).

When will HLL be released?
Our current release schedule is as follows:
Closed Alpha - Q1, 2018
Closed Beta - Q2, 2018
Steam Early Access - Q2, 2018

Will HLL be coming to console?
Currently our focus is on PC only.

Will you censor Nazi imagery?
Yes - but only in territories where the law states that we must. It is our goal to make an historically accurate game. As such, we will strive to capture the camouflage schemes, equipment, uniforms and weapons of each of the Wehrmacht and SS formations.

-Gameplay Mechanics & Systems-(edited)
Will there be a character progress or ranking system?
We are doing a very, very simple rank system at the moment. It's a three tier system designed to show players your relative experience in the game so that they know you're probably a good source of advice. Currently the rank system is based on games won: 15 games won is a bronze star, 100 games won, a silver star and 500 games won - a gold star. It's designed as a long running incentive - not as something to be immediately obtained. The only role so far that would be "rank locked" (and that's after a good deal of time after release) would be the Commander.

Will there be a cosmetics or customization system for uniforms and/or weapons?
At the moment we are trying to work out exactly how cosmetics will break down. We like the idea of entire platoons appearing in the same but also recognize that individuals will want to customize themselves to a degree. For us, it will be about striking a delicate balance while maintaining authenticity and historical accuracy at the forefront.

Will there be a suppression system / mechanic and if so can you explain a bit about it?
We're going to be implementing pretty brutal suppression tactics to the degree that'll match or exceed RO2 and PR. We really feel they're critical to MGs and other high ROF weapons, and suppression will be a large feature in the game. We don't want to talk about it too much, because it's subject to testing.

How will the in-game voice communication system work?
There will be three VOIP channels. A proximity VOIP for your team. A Platoon-based VOIP, and then a leadership VOIP between the commander and all Platoon-leaders. We also have text chat at each of those levels too, and will look at a vehicle VOIP.

----(edited)
Could you take a minute to explain / expand upon the health and medic system?

Our health and medic system is a three tiered system based on the triage criteria used during the war.

Wounded: Wounded players have suffered non-fatal injury that has resulted in bleeding and will be required to either apply a bandage or have a bandage applied to them in order to control that bleeding. If left uncontrolled the player will bleed out and become Incapacitated.

Incapacitated: Incapacitated players have suffered a life threatening injury (gunshot to the chest or thighs) that has resulted in incapacitation. The player will be knocked to the ground and unable to move. The platoon medic can apply a morphine syrette to the incapacitated soldier and place him into a wounded state at which point either the player or the medic will need to apply a bandage to control bleeding.

Death: Players who have suffered mortal injuries (headshots, multiple gunshots to the chest and thighs, immolation, dismemberment, etc) will not be able to be resuscitated by a medic and have to respawn.

----(edited)
Can you shed any light on how Hell Let Loose will handle player spawning?
No spawn point costs resources to deploy, but each role has an inherent value. If a Rifleman dies and chooses to respawn (instead of being revived by a Medic), the cost of that role (1 Manpower) is deducted from the team’s manpower pool. More valuable roles cost more Manpower. While it does not directly affect the individual player, losing many valuables roles continuously will reflect in the team's Manpower (the less they have, the more likely they are to lose the game). Additionally, there are three types of spawn points in HLL:
 
The Base: All players can respawn at their main base.

The Garrison: This is a spawn that can be used by the entire team.

The Observation Post: This is deployed by the Officer of a Platoon as is one of the most important functions of the Officer role. It allows all Platoon members to spawn at this location.

Will there be a limited amount of specialty roles per platoon or per team?
All roles are limited to 1 per Platoon - except the Rifleman (which is unlimited). The only role that is limited per team is the sniper and spotter roles (because you can only have 2 recon platoons per team).
-Sector Capture & Resource System-

Can you expand on the resource meta that is so central to Hell Let Loose?
In HLL, we are currently using three resource types as a mixture of currency to buy supplementary benefits. For example Munitions buys strafing runs and restocks artillery ammunition at base. Fuel allows the Commander to spawn special vehicles or to force respawn destroyed vehicles. Manpower allows you to force respawn dead infantry and governs your rate of attrition. Currently, defences that the player can build are tied to Supply crates, which are generated in main base via Munitions. We will continue to widen, refine and balance the resource system as we develop during testing stages.

Is it possible to cap a point behind enemy lines? If so does this affect their resources if you cut off the front lines for example?
You can only cap adjacent sectors to ones you already own. So two guys can't hop in a jeep and cap the sector next to the enemy base, but you can perform a flanking manoeuvre by capping around an enemy salient.

-Weapons & Weapon Handling-(edited)
Can you take some time to explain the aiming system which HLL utilizes?
In terms of handling and sway, that's already present, but I'll be tweaking it as we go. Our closed-testers are all players of tactical shooters and milsims, and we're working very hard to create the best of a AAA shooter experience (by this we mean reliability and quality), and also a mirror of the real life equivalents.

Will the game contain melee?
Yes - think BFBC2. The visceral and decisive nature of animations will make melee tactile and brutal - instead of constant air swinging over and over!

Will tracer rounds eventually be added to the game?
Yes - and only on weapons that fired them!

Is "hold breath for accuracy” a thing?
Not currently, but it will be.

Will weapons be map-dependant?
Eventually they'll be map dependant, but initially we'll be filling out all the roles with a complement of weaponry.(edited)
----


Could you provide us with a list of weapons we can expect in the closed alpha?
Allies
M1 Garand
M1 Carbine
M1A1 Thompson
Browning Automatic Rifle (BAR)
M1919A6 30 Cal. Machinegun
Mk2 Fragmentation Grenade
Bazooka
M2 AP Mine
M1A1 AT Mine
Axis
K98K
G43
MP40
STG44
MG42
M43 Stielhandgranate
Panzerschreck
S-Mine 35 AP Mine
Tellermine 43 AT Mine

-Deployables & Crew Served Weapons-(edited)
What can we expect from the mobile artillery stretch goal?
The mobile artillery stretch goal refers to self-propelled artillery pieces. We are currently looking at making our first two additions to this sub-category the M7 Priest for the Allies and Sd. Kfz. Wespe for the Axis.

Will it be hard to land artillery fire? How it will work?
It will be difficult, in so much as ranging and practice is concerned. Players who do it a lot will become a force to be reckoned with. You'll essentially need to get a bearing, a range, then manually shift elevation and check effect-on-target as you go. A spotter or comms from the frontline will be necessary. You're going to have range charts and have to work it out. The more you do it, the better you'll get at quickly sighting on specific landmarks.

Will players be able to tow artillery pieces with support vehicles?
Possibly. We'll have mobile artillery, so we can look at including towed arty too.

-Vehicles-(edited)
Will the commander, tank crew, recon team receive their own uniforms?
That's our aim!

Will vehicles/tanks be able to run out of fuel (theoretically)?
Yes, but it may be slightly gimmicky....

Will vehicles suffer mechanical strain as they traverse different terrain or encounter problems and/or breakdowns well?
At the moment we're going to have a very simple gear system for drivers, which will add a tiny learning curve. We'll also look at different surfaces having different effects on driving. Ultimately I suspect we'll make the vehicles quite reliable for the two hour stretch of the battle, as they're very expensive. Plus, the player error in using them will be quite high.

Will infantry be able to ride on top of the tank as was often seen during the war?
Yes! It'll be a great way to get into combat!

What is the plan on amphibious combat?
Currently our focus is very much on combined arms warfare on land. We will see how it goes with vehicle programming, and how amphibious could be implemented - this however is nowhere near our priority.

Can we expect to see the inclusion of airpower in Hell Let Loose?
Players will be able to call in full scale aerial bombardments and strafing runs on enemy positions. Unfortunately we will not be including player-controlled planes in the game. Our current focus for our development team size means that we can only realistically deliver a combined arms ground combat experience.

-Maps-(edited)
Will there be any kind of weather system and/or a day/night cycle? If so will the time of day be based on the actual conditions during the time of the battle?
It will be based on the battle itself! That said, as you've probably seen in Hurtgen and Foy, it's important to have different characteristics and weather effects for each map. We're not interested in copy-pasting the same old stuff over and over. We're focused on creating entire biomes that we can then create many maps off. Normandy, Ardennes, Snow etc.


-The Future-(edited)
Will we have the ability to perform air drops into the maps if playing as a paratrooper?
We basically need to test this. At the moment our map bounds are very close to the edge of the playable area as a tradeoff of beauty for performance. This is the main incentive not to tackle aerial combat - as it will look quite ugly. Because of this we are currently spawning paratroopers on the ground. However, this will be something that we reevaluate as development progresses.

Can you expand on the future of the strategic layer in terms of a possible campaign or territory mode?
We are planning for an RO2-like campaign mode. Ultimately, we would like players to be able to fight different campaigns sequentially. For instance, an operation Overlord Campaign, Battle of the Bulge, Moscow, Stalingrad etc.


Do you plan on releasing an SDK or offering some degree of mod support?
We would like to. We will look at releasing a map editor with the full suite of mapping tools after the game has reached full release. We are going to look at how custom maps interact with the game - and what mapping tools we offer (if we do). It's a bit early to explain it, but know that we're thinking about it. However, our main priority is making sure the title is as good as it can be.

Do you plan on offering localization for gamers who aren't fluent in English?
Yes! For our title, we are fortunate in that most of the text is in options menus, and this is very easily adapted into different languages.
'Regards,
|SAW|-COACH

 

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