Vol 10 Chapter 960: War Thunder (2)


The setting of the casual mode is mainly based on simplicity. This mode is more suitable for most players to play the game. There are still relatively few buttons that need to be controlled. The vehicle can choose other vehicles in the queue after the game is damaged. Gu fought again.
And in this mode, the map is not limited to historical maps, it can be a vehicle of any country for battle.
And in this mode, the automatic aiming function is polite, and ammunition can be refilled in the air.
Historical mode. In this mode, simulation elements are appropriately added to set the iron. It is suitable for advanced players who like to control vehicles with high difficulty.
When manipulating a vehicle, there are more buttons that need to be pressed, so players need to be familiar with the game buttons.
In this mode, the vehicle cannot participate in the battle again after it is damaged. The map and the available countries will be restored based on historical battles.
Absolutely realistic models and aerodynamic damage, etc., for example, when the speed is too fast, it will cause the wing to break, etc. You must choose the amount of fuel to carry before taking off, and the flight time is relatively large.
There is no automatic aiming function, only after landing at the airport can you remember to replenish ammunition and a series of operations.
The whole town simulation mode is a completely real setting, suitable for players who pursue the ultimate simulation effect, or these players can be called fanatical players. There are many buttons that need to be controlled when controlling the vehicle.
Even in this regard, it is not recommended to use a mouse or other control, but it is recommended to use a joystick and other professional peripheral equipment for control. Completely realistic aerodynamic design and damage model, in the game may be just a little improper control, the machine may be destroyed.
The game rules are convenient. The main outcome of this game of War Thunder is determined by the score of the camp, and there are many elements that can affect the score of the camp in the game. Players can remember multiple choices according to their different preferences on the same map. When the selection is complete, you can enter the game.
In the air combat mode, the player needs to fight with the enemy's aircraft in the sky. Only after completely destroying all the enemy's aircraft can they win.
The mode of attacking the ground and sea fleet requires the player to drive the aircraft to attack the enemy's ground or target at low altitude, such as armored vehicles or artillery and warships.
Bombing theater mode. Both sides have a main airport and three theaters. The airport and occupation will be destroyed after receiving a certain amount of bomb damage. After being destroyed, it will greatly affect the score of the enemy camp, and the score will be zero. One side will be judged as losing in the game.
To seize the airport, the faction decreases with time, and several neutral airports will gradually appear in the middle of the map. When the player completes the landing together at the neutral airport, this airport belongs to the player's faction.
Successfully seizing the airport will reduce the speed at which the score decreases. Whoever scores zero first will be the loser.
In fact, Lin Yan himself feels that there is another real most attractive place in this game, and that is the various realistic designs. For example, there is a virtual cockpit in this game.
After all, in the eyes of many people, there is nothing more refreshing than you can fly and fight from the perspective of a pilot. In this game, the cockpit modeling of each aircraft is made according to historical facts.
The game knows that the position of each switch and each sensor is taken into account, and a very detailed investigation has been carried out on these positions, whether the viewing angle control allows the player to look around the world in the field.
Reflective scopes can make the player's field of view wider, greatly simplifying target locking, and enhancing fire control.
Each type of aircraft in the game has a different speed, so shooting them in the game is actually very difficult to hit by sister Hui. At this time, the player must consider the issue of force advance in the game. The player can only be at a distance from the enemy. It is only suitable for direct aiming and shooting at very close distances. Secondly, there is no need to consider the amount of advance.
Of course, there is no need to consider the issue of advance when shooting targets that are parked on the ground. What the player has to do is to aim at the enemy as quickly as possible and pour out their firepower.
In this game, players will be able to continue to observe the most realistic freely in the cockpit from the perspective of a pilot, and understand the situation of the aircraft.
I know that a detailed dashboard of the wing room is also set up in the game. Of course, the player himself cannot really get the current data from the dashboard to understand the real flight status, or the player himself cannot understand it, but it can also give The player provides some basic information.
Because of the existence of pilot models, etc., in the real Thunder, players can see their hands and feet in the cockpit of the aircraft, and can see these hands and feet to control various switches and joysticks according to instructions...
In short, War Thunder is a game with a high degree of immersion. As for how Lin Yan wants to reshape the game, Lin Yan now has his own plan in his heart.
In fact, to put it simply, Lin Yan himself really wanted to highlight the flavor of joint combat in this game, a very simple question.
That was during World War II there were planes in the sky, warships in the sea, and tanks on the land... So where did the infantry go? This is very unreasonable, that is, no one has considered where the infantry went in this game.
As for Lin Yan’s shaping of this game, first of all, the position of infantry must be displayed in the game. Some people may say that the survival ability of infantry is very low in such an environment, but it is called a battlefield because it is very low. A large number of dead talents are called wars.
In the same way, infantry in the game may not be like a bug in time. After all, the infantry itself is also capable of fighting a certain degree of armored forces, but it needs some professional equipment and so on.
So this is the key point that Lin Yan will shape next. Since it is a land-air joint game, then it is really united. Aircraft compete for air dominance on the battlefield. Ground tanks and infantry cooperate with infantry and carry out offensive operations. I think this idea is actually very good.
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