- Scheduled for Q2 (April to June) 2012
- Potential for expansions/future editions in different areas of the globe, such as the Pacific or Indian Ocean
- Potential future DLCs for things like units
- Game price undecided, but will be set by Paradox.
- Will be released on Steam
- There may be a demo before release, or at least at release.
- The game is currently in closed beta testing.
- "Runs on the Unity engine", with support for:
-- DirectX and OpenGL
-- Bump mapping
-- Reflection mapping
-- Parallax mapping
-- Screen space ambient occlusion
-- Dynamic shadows.
- Coded in C# and .NET
- "PC/Windows. Later availability on Mac and/or Linux is a possibility"
- "Available for the average gamer, and [should] not require high-end machines."
- Game will be "64-bit aware"
- The game will NOT be integrated with Paradox Connect, due to it's freeze.
- Gameplay tutorial
- Campaign playable from the side of "Western powers" or Russia - they will not be the same campaigns.
- An array of standalone scenarios, and modding may mean user-created missions
- Steam-based multiplayer
- Situated 2030
- Backstory is complete but will be unveiled at release, but from what I gather the general idea is a conflict over sovereignty in the Arctic Circle due to melting polar ice caps and new oil/other resources. Suggestions that NATO is cracking, so it might not be a straight-up Russia v The World affair.
- There is no ship construction, as that is unrealistic
- There may be some kind of money system for aircraft/ammunition (?)
- Multiplayer over Steam
- Initially 1v1, with scope for expansion of player numbers
- Customisable victory conditions
==The game environment==
- 35 million square kilometres of open sea & coastline, from Canadian east coast to Finland, North France to the North Pole
- Realistic weather model (simulated dynamic wind, temperature etc.) which affects sensors and weapons and aircraft launch, but no hurricane-strength winds
- Spherical Earth simulation
- Vertical game play, from orbit aerial units to the bottom of the ocean floor, using variable ocean depths which also affect sonar etc.
- "Sonar is affected by the speed and noise of its own vessel"
- "blind zones are fully implemented for bow, keel, flank mounted and towed sonar arrays."
- "sonar frequency bands" have been taken into account."
- Time of day (sun, moon), which affects visual detection range
- Ice coverage, ship lights and marine life will not be simulated, due to the limited impact on the game
- There will not be a huge amount of unit-detail animations
- There will be land-based airbases, seaports, radar stations and SAM batteries, but no mobile or player-usable units such as tanks.
- There are civilian ships and aircraft (tankers, merchants, fishing boats)
- Playable countries include UK, USA, Canada, Germany, Denmark, Norway, Sweden, Finland and Russia
===Units & Equipment===
- All units and equipment based on existing real-life, or scheduled/suggested for future service in/around 2030
- All units/equipment have stats that reflect their real-life properties; they aren't nerfed or souped to balance the game
- Units may have different load-outs for different missions.
- Aircraft can be re-fitted in-scenario (for a time penalty) to fit different roles
- UAVs will also be usable for scouting and other purposes
- Satellites, lasers and scifi weaponry —and nuclear weapons— will not feature in the game.
- Unit classes will have a global texture; they will not be unique to each ship.
-- Type 45
-- Type 23
-- Queen Elizabeth
-- Arleigh Burke
-- Admiral Kuznetsov
-- Admiral Gorshkov
-- Udaloy II
-- Iver Huitfeldt
-- Fridtjof Nansen
-- More+ (?)
- Support ships may not be present in the game, since they "have little purpose in a game centered on combat"
-- Type 212
-- More+ (?)
-- Euro-fighter Typhoon
-- EA-18G Growler
-- E-3 Sentry
-- E-2 Hawkeye
-- F-35C Lightning
-- F-22 Raptor
-- B-1B Lancer
-- P-8 Poseidon
-- P-3 Orion
-- Sukhoi FAK PA
-- Sukhoi Su-27
-- F/A-18E Super Hornet
-- Tu-22 Backfire
-- Tu-160 Blackjack
-- Tu-95 Bear
-- Lynx Wildcat
-- Merlin HM1/2
-- Kamov Ka-27
-- A-50U Shmel
-- Boeing KC-767 (refuelling)
-- Ilyushin Il-78 (refuelling)
-- SH-60B Seahawk
-- More+ (?)
-- Schiebel Camcopter S-100
- "In NWAC, you are the theater commander, not the ... captain"
- "In conflicts between realism and gameplay, gameplay wins every time."
- Real Time Strategy (RTS)-style gameplay
- The map plays a significant role in the game, and is where players spend most of their time, although there is a (expandable and minimizable) 3D view that is purely aesthetic
- Units have limited AI responses, with "stances" set by the player. The player can also micromanage unit actions.
- Time compression available in singleplayer to speed up the game, although active pausing will not be possible.
- Missions will have "some random variation of where exactly forces are deployed"
- Aircraft can be launched individually or grouped/ungrouped into flights. Their initial formations "are done by sensible automation, but may later be altered, split and joined"
- "Detection and evasion focus with realistic sensory measures and countermeasures yielding a strategic game experience based on stealth rater than head on tactical battle"
- "Extreme long range guided and self-guided weaponry; if you can detect the enemy, it will be possible to strike"
- Submarines and Aircraft have variable altitude/depth 'levels', settable by the player
- Damage is "hit-point based, but components of ships (weapons, sensors, aircraft facilities) can be damaged as part of the impact." This means, for example, that airfields can be cratered/aircraft carrier flight decks can be disabled.
- In-air refuelling is a possibility, but Helicopter In-Flight Refuelling (HIRF) from ships will not be possible.
- Aircraft will return to base automatically when low on fuel.
- There is no "experience-gathering" mechanic in the game.
- There will be reload times for weapons
- The game will be open to modding, with a fully accessible unit/weapon database etc., but the map area will not be (easily) extendable. "the database describing units, weapons, sensors, campaigns and scenarios will be editable" - all data files are XML-based
- Harald Nævdal, aka Demonaz Doom Occulta is creating a score of music for NWAC
- There may be some sort of cheat codes in NWAC - https://twitter.com/#!/JanHaugland/s...57620395884544
- The interface will feature a distinct colour scheme - http://www.turbotapegames.com/images...Screenshot.jpg
- Features removed before launch: Aircraft Carrier launching. - http://forum.paradoxplaza.com/forum/...1#post12682312
What I've garnered by looking through the forums/interviews/other sources so far. There is still alot to add from sources/threads here that I've not read yet