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Hybrid AO System: The best of both Worlds

Announcement from XOOM:

Since we introduced Proximity AOs (or Attack Objectives), players have requested that we consider a Hybrid AO system that allows for both player placed (Proximity) AOs and High Command placed AOs. We're here to let you know that we have a first-pass implementation ready to try on the live campaign server and will incorporate it sometime this week before the weekend.

WHAT ARE PROXIMITY AO's?

In short, proximity AOs allow for the placement of objectives simply by being in the range of a target, leveraging the "Infantry EWS" (or Early Warning System) mechanic, so any player group consistent of at least 4 (infantry, trucks, guns, etc) can receive their AO without High Command involvement.

WHAT ARE HIGH COMMAND AO's?

High Command is a player-driven organization consisting of volunteer officers who help with the overall strategic planning and execution of the campaign in WWII Online. They help facilitate organized gameplay and rally players, squads, and officers to either attack, defend, or maneuver supply that is in the best interest of their community.

They are equipped with tools that allow them to initiate an Attack Objective without the requirements of players triggering EWS as mentioned in Proximity AOs. This allows for greater planning, organization, and preparation to maintain the element of surprise.

BOTH OF THESE SYSTEMS = HYBRID AO'S

The terminology of "Hybrid AO's" is synonymous with "Hybrid Supply" within the WWII Online community. In short, it is the combination of these two systems (Prox AO's and HC AO's) being utilized simultaneously with each other, giving everyone the best of both worlds.

HOW WILL IT WORK?

Both systems will be activated and running in parallel together, with the number of Attack Objectives still being decided by the lower population thresholds. This also means that any combination can be made based on the number of AOs available.


For example: If you have 2 AOs available, you can achieve any combination:
  • 1 Proximity AO, 1 HC AO
  • 2 Proximity AOs, 0 HC AO
  • 2 HC AOs, 0 Proximity


We do not plan to make a minimum of 2 AOs available at any given time, as we want to avoid destabilizing time zone 3. 1 AO minimum will remain, and +more after thresholds met.

Proximity AOs are placed by players meeting the Heavy Infantry EWS criteria that you are familiar with, and withdrawn either by the threshold(s) of heavy infantry EWS not being met -or- a High Command officer withdrawing the AO.

High Command placed AOs are placed by HC officers (and Lt. Colonels with HC rights), and will remain until either the objective is taken or an HC officer withdraws the AO via their toolset (.clear).

FALLBACK PLAN (UNFORSEEN ISSUES)

CRS reserves the right at anytime to withdraw the Hybrid AO system if unforseen issues arise and we need to stabilize game play. We will then make modifications on the server, restart it, and revert back to HC placed AOs.

We would then analyze any issues and work to resolve them for another test run at an undetermined date. This is a fail-safe disclaimer, not a desired result.

DATA COLLECTION

As we recently reintroduced HC AOs we wanted to re-evaluate the pro's and con's of both Proximity and HC placed AOs to try and find the best of both world's. CRS is continuing to keep our ears to the ground and listen to the community and also observe where we can make improvements.


Our key goals / hopeful outcomes include:
  • Increased server population.
  • Decrease downtime transitioning between battles.
  • Enabling better coordination between squads, HC and players.
  • Giving HC a viable purpose to improve the strategic game.
  • Giving the players the dynamic ability to produce their own outcome(s).
  • Providing a fail-safe if no HC is online to continue game operations smoothly.


We'd like to thank all of our community members for their support and feedback to help us to get this point. The community team(s) unanimously have approved that this is the best route forward and the next step to getting key data that gets us closer to the finish line.

Fyi: The Training Server is configured right now with these abilities however their times are accelerated and do not accurately reflect what the campaign settings will be.

Let us know if you have any additional questions or thoughts! S!

ALL-ACCESS / NO RANK RESTRICTION WEEKEND, May 3rd - 5th! PLUS OP REBEL EMPIRE

We want EVERYONE to have a good time this weekend so join the fun!



OP NAME: REBEL EMPIRE
WHEN: May 5th at 12PM Server Time / GMT-8
WHERE: Campaign Server for large-scale battles
DURATION: 3 hours
UNLOCKS: All-Access Weekend

Join us to participate and witness:
• Ground units using the Bailey Bridge
• Dogfights and level bombers dropping payloads
• Massed infantry assaults
• Tank columns storming through expansive terrain
• Scores of paratroopers dropping over the objective
• Artillery bombardment and smoke



All of the above are accompanied by the "soundtrack" of WWII Online's gunners firing anti-aircraft, light machine guns, and the whistling of artillery. Experience YOUR immersive "WWII Online Moment."

Every soldier is requested to RSVP right away. Doing so encourages more players to participate. Spread the word, let's go! Here is the Discord link to the event . . . https://discord.gg/wwiionline

Thanks!
Cornered Rat Software

Community Rat Chat - Sneak Peeks Included!



You are invited to attend a Community RAT CHAT. Join our WWII Online Discord at https://discord.gg/sPPDkc3D


DATE: Sunday, April 14
WHERE: Xoom's Office on Discord
TIME: 12PM PST (2PM Central, 3PM Eastern, GMT-8).
DURATION: 90 MINUTES

TOPICS:
  • Discussing WWII Online 1.0 roadmap progress
  • Discussing Chokepoint progress
  • Sneak Peeks
  • Community Questions

Mark your calendars and make a point to be there. Not many development studios spend this kind of “live” time with its community. Join us!

See you on Sunday!
Cornered Rat Software

NO rank / ALL-access weekend, April 5 - 7: OP SPRING CLEANING

REMEMBER: Our Training Server is available 24/7 to train and experiment with equipment. You can also use the OFF-LINE mode or TRAINING SERVER to work on key maps and how equipment and vehicles operate.

OP: Spring Cleaning
WHEN: April 7th at 12PM Server Time / GMT-8
WHERE: Campaign Server for combined arms battles
DURATION: 3 hours
UNLOCKS: All-Access Weekend



If you have not participated in one of these events, we also turn on notifications for killing members of CRS, called "KILL-A-RAT". This notification is a big hit with our players so enjoy this feature during the all-access weekend.



Join us to participate and witness:
• Ground units assaulting across a Bailey Bridge
• Dogfights and level bombers dropping payloads
• Amphibious infantry assaults
• Tank columns storming through expansive terrain
• Scores of paratroopers dropping over the objective
• Artillery bombardment and smoke

All of the above are accompanied by the "soundtrack" of WWII Online's gunners firing anti-aircraft, light machine guns, and the whistling of artillery. Experience YOUR immersive "WWII Online Moment."

Every soldier is requested to RSVP right away. Doing so encourages more players to participate. Spread the word, let's go! Here is the Discord link to the event . . . https://discord.gg/wwiionline


See you at the Front!
Cornered Rat Software

PATCH UPDATE: 1.37.7.0 - March 2024

=========================================
World War II Online
Version 1.37.7.0 - March 2024
=========================================
This release brings in PPO changes, bug fixes and a bunch of terrain updates, to include 17 new towns.
=========================================
Features
=========================================
  • Town altitudes will now show up in the tooltip when hovering your mouse over a town
  • When a Firebase (FB) is selected as either the Mission Origin or Target, players will now see .own information on spawn in
  • The Trench Corner Player Placed Object (PPO) now has a tower added to it
  • The Fortified Mobile Spawn (FMS) has been updated to be less obvious at a distance
  • The Ammo Cache PPO is now placeable by all trucks
  • The Mobile Airfield PPO can now be placed behind the front lines
  • The Higgins multicrew positions have been updated
  • The StuH 42 now has an updated loadout (12 HE, 10 AP, 10 HEAT, and 4 SMOKE)

Updated 3D models:
  • Pak 38 ATG
  • ROQF 17 ATG

New engine, gun and foley audio has been updated for these tanks:
  • Char B1
  • M4A2 Sherman
  • M4A3 Sherman
  • Sherman Firefly
  • Somua S35
  • Lorraine37
  • Lorraine37AC
  • Panzer VIE (Tiger)
  • Panzer III H

Terrain Updates:
  • A new water tower has been added to the Antwerp Airfield and Formerie
  • Added new links to Hornchurch and Gerbeviller
  • Hastings now has a deepwater port
  • All coastal towns can now allow for Higgins Boat MSPs
  • The Aircraft Carriers at Ramsgate, Folkstone, Calais, Vlissengen and Charlois are now capable locations
  • Aircraft Carriers now have AI AAA guns
  • The Citadel has had updates to make gameplay better
  • Taller bushes have been added to certain terrain tiles
  • The tree Level of Details (LODs) have been adjusted for better performance
  • Ramsgate and Sandwich now have an updated church
  • Most roads with a curve now have less blocky curves in the road

Added 17 new Towns:
  • Verberie
  • Pierrefonds
  • Marseille en Beauvaisis
  • Crepy en Valois
  • Villers Cotterets
  • Pont Sainte Maxence
  • Criel
  • Savignies
  • Gournay en Bray
  • Forges les Eaux
  • Grandvillers
  • Formerie
  • Robertsbridge
  • Tenterden
  • Charing
  • Harrietsham
  • Grain

=========================================
Bug Fixes
=========================================
  • Fixed the issue that allowed a single bomb to destroy MSP PPOs
  • Corrected a Universal Carrier graphics bug
  • Removed trees and berms from Estrees-Saint-Denis buildings
  • Hitmap errors within the Lorraine have been fixed
  • Fixed third person disappearing parts on the Pz3L and Pz3H
  • Corrected a clipping issue with some Firebase (FB) tents
  • Fixed a broken gauge in the updated Laffly S-20
  • Fixed the drive and idler sprockets not spinning for the Char and S35
  • Found and fixed the issue causing both Allied and Axis to be on the same IVC channel


S! Cornered Rat Software
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