TotalFrontLines Q&A wrote:1. What kind of modding support and tools for the community can you promise us?
We plan on shipping a full suite of tools.
⢠Level editor, capable of creating Multiplayer and Singleplayer missions
⢠FX Editor
⢠Material Editor
⢠Maya tools for creating vehicles, weapons and characters
We plan on shipping most of the tools we use to create the game.
2. How will FFOW differ from most competitive online squad based FPS games (BF2, Quake Wars) and will these features promote stronger teamwork guidelines?
Frontlines will set itself apart with a rich storyline, next generation vehicles and weapons that add a new level of gameplay.
We have truly enhanced the gameplay experience by creating a unified front that your teamwork depends on. In order to move this front, you have to work as a team to defend it and attack the next front to achieve victory.
This combined with next gen weapons such as drones, deployable mountable guns, gunships, MOABs, fuel air bombs, etc.. allow you to experience the next generation of warfare based on real upcoming designs.
You can also expect the fast paced, skill based gameplay of DC to be present in Frontlines as well. We made sure most of the weapons can be used easily, but can be mastered for greater reward. This include recoil based weapons, (not spray and pray), advanced flying physics, tunable rocket systems (proximity or lock), vehicle weak spots, etc..
On the single player side, we are creating a story driven non-linear game with intense action and destruction. This is no bot match. In the single player game you are part of the stray dogs division. You start with a squad of elite solider that has to fight there way through some of the most intense battles with all weapons of war available to you. The enemy will use squad tactics as well to flank and out maneuver you. They will even retreat to gather more forces and changing the game on the fly.
3. Will multiplayer support such features as spectator mode, video recording/streaming etc for clan games?
We support spectator mode, but no recording at the moment.
4. Will you include naval combat, as well as infantry, vehicle and air combat? (Something I seriously miss from the good old days of Battlefield 1942.)
Frontlines 1 will be focused on infantry, land and air. However we are planning on naval wars shortly after.
5. Will Fuel of War be able to distribute new maps in a peer to peer fashion in the same way as other multiplayer games such as unreal tournament?
We are looking into that capability.
6. Can we expect more content added to this game by patches or future expansion packs?
Yes, we are fully behind supporting the community. We plan on putting out content on a regular basis, from maps to new vehicles and weapons.
7. What are the flight physics like? Easy to master or will it take skill to control the beasts?
Air vehicles will be a bit easier to start off in then DC. However all vehicles has an expert mode you can put them in while in flight, allowing skilled pilots to out maneuver other pilots.
8. Will there be any stat tracking supported and if so, what will be included in it?
We are recording stats. However we have not announced the type of stats we will be recording yet.
9. Will you release a MP and SP demo?
Yes, we are planning on releasing MP and SP demos for all platforms.
10. Is the game going to have more game types unlike BF2? (TDM, DM, CTF, Conquest, etc.)
Frontlines will ship with at least 2 game modes. Frontlines is one of them and more will be coming post ship.
11. What sort of server specs will be needed to host a server and what will the max slots be?
We are in the early stages of final server testing, so we donât have results on that yet. We have had tests well over 50 players on PC and 360 so far with no problems so I would expect to see more in our final optimization stage.
12. Do you plan to support the clan community? If so, in what way?
We are adding more and more support for clans as we progress, but some of the following is already in place.
⢠Spectator mode
⢠Advanced server options
- Ability to enable / disable any vehicle type per match
- Ability to set what loadouts are available per match
- Ability to set upgrade rate per match
- Remote admin
- Stat tracking
- Voting, kicking, balance rules
- Min / max players
- Reserved slots
- Linux server support
This is just some of the basics but there is more to come.
Q&A on TotalFrontlines
-
#1 -
#2 Thanks for the info, Sarge. This one is still very much on my radar, and look forward to it as much as Quake Wars. Either of them cannot get here soon enough. -
#3 - Ability to set upgrade rate per match
Is this new? I don't remember hearing anything about upgrades in game...
Glad to hear about the Mod stuff. Should have jumped on that interview when I brought it up.
Linux Server! WooHoo! -
#4 No the upgrades aren't new - being able to set the rate is new. This is the whole leveling up within the match thing that they've been talking about. Each time you play you start at level one and earn your upgrades by meeting certain objectives (purely score based? - not sure). Each level enables you to do a bit more. The one I remember them talking about is the guy that starts with a small recon drone which can upgrade to remote control vehicle which upgrades to something else. -
#5 Sarge, are you talking about QW? -
#6 I don't think so. Am I?
This is from one of the other threads:Roles define your abilities and strategic role on the front. These abilities unlock during a single match based on your actions and have auto reload timers for use. Your loadout defines your primary and secondary weapons. There are 6 loadouts and 4 roles. You can combine any loadout with any role.
* Ability to call in Air Strikes. All air strikes are player targeted (Air Support Role). Although the airstrikes can be defeated by the countermeasure role. -
#7 Guess I am getting confused. Stupid console games started all this crap.....