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General Baker

Lt. General
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Jun 22, 2010
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==Release==
- 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.

==Tech/Graphics==
- "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.

==Game modes==
- 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

===Campaign===
- 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===
- 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.

Ship classes:
-- Type 45
-- Type 23
-- Queen Elizabeth
-- Nimitz
-- Arleigh Burke
-- Wasp
-- Baden-Württemberg
-- Brandenburg
-- Visby
-- Gotland
-- Gawron
-- Admiral Kuznetsov
-- Admiral Gorshkov
-- Steregushchy
-- Kirov
-- Udaloy II
-- Matka
-- Iver Huitfeldt
-- Fridtjof Nansen
-- Hamina
-- Mistral
-- Halifax
-- More+ (?)

- Support ships may not be present in the game, since they "have little purpose in a game centered on combat"

Sub classes:
-- Ula
-- Virginia
-- Akula
-- Lada
-- Astute
-- Type 212
-- Yasen
-- Gotland
-- More+ (?)

Aircraft:
-- 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
-- MiG-29K
-- 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+ (?)

UAVs:
-- Schiebel Camcopter S-100
-- More+

==Gameplay==
- "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

==Miscelaneous==
- 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/status/139057620395884544
- The interface will feature a distinct colour scheme - http://www.turbotapegames.com/images/NavalWarArcticCircle_UI_Screenshot.jpg
- Features removed before launch: Aircraft Carrier launching. - http://forum.paradoxplaza.com/forum...-The-Story&p=12682312&viewfull=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 :)

JB
 
Last edited by a moderator:
Excellent work, General Baker. When we're not doing our job with the FAQ, it's great that you step in.

A few comments:
Price is set by Paradox, yes.
Demo: at least at release.
UAVs will be available for scouting and also many other purposes.

Paradox Connect is frozen at this time, so NWAC will not support it.

Multiplayer over Steam only (so not strictly speaking LAN support)

"Ships can be re-fitted in-scenario" - Only aircraft can be re-fitted in scenario.

Campaign stories are finished, but you don't want us to spoil anything :) Will be a good story.

We'll help you fill out the unit list later.
 
good stuff general baker. Only thing I am dissappointed with is that you cannot play 2 players vs the AI.
 

- Realistic weather model (simulated dynamic wind, temperature etc.) which affects sensors and weapons and aircraft launch, but no hurricane-strength winds
- Ice coverage, ship lights and marine life will not be simulated, due to the limited impact on the game
JB

How can you have a realistic weather model if you don't simulated ice coverage on an arctic area (even if the ice-cap is partly melting)?
And
How can you say that ice coverage does not impact on naval operations in the middle of the arctic?
In fact, it has a very big impact on submarine operations, ex. : use of weapons (torpedoes, missiles, ...) or on ASW activities for surface ships and/or airborne platforms as it can impede detection and else.
 
Let me say, what a great job you are doing with this game!!!. This is the kind of game I was looking for since Fleet Command (I'm still playing right now) and i can't wait until the final release comes out!

Congratulations!

Will the game can be modded? I mean, add other scenarios or other units/models?

Best Regards.
 
Hello and welcome gmilitel,

Thanks for the kind words. I've had a bit of fun with Fleet Command, but especially Harpoon, and that's the excitement (if not exact gameplay) we want to recreate.

Yes, the game will be moddable. You can make scenarios, even campaigns, add and change units with new weapons and sensors, with a bit of work.
 
Oh, question. When modding in new aircraft, will there be an V/STOL option, with hover-orientated animation?

Or will we have to mod in Sea Harriers and F-35Bs in as 'conventional' aircraft and imagine that they're STOVL'ing :p

(or could we set it to be a helicopter as an exploit or something?)