+Fates 63 Posted January 7, 2004 Soldner - FAQ FAQ - Frequently Asked Questions. Updated, August 14th 2003 What type of game is Söldner? Söldner is a semi realistic Military Tactical Multiplayer Shooter using modern weapons and units. What’s the story behind Söldner ? Söldner – Secret Wars leads us into the military world of the year 2010: After half a century of military interventions major countries like the United States of America or Russia are weary of their role as "World Police". The consequences of their military actions for their economy, national security, and internal ethnic conflicts let to the conclusion to tune down their military campaigns. Due to that more and more countries choose unconventional warfare by using secret Special Forces. Military success is no longer made by major countries but by small and highly specialized mercenary forces. In "SÖLDNER - Secret Wars" the player takes over the command of such a Special Forces team. As the Commander he leads a small high tech army consisting of soldiers, light armored vehicles, helicopters and VTOLS (Vertical Take Off and Landing Airplanes) to fulfill a wide variety of mission types . The players units are stationed on a multi purpose ship which is camouflaged as a merchantman to allow unrestrained travel of the seas to get their forces to the area of operation. The complete simulation of a complex political world system allows creating a dynamic campaign: each decision of the player, each success or failure has direct effect on the game flow. In addition the player has the ability to gain access to the latest weapon systems and technology, which currently exist in the research centers of the weapon industry only. Which team is developing Söldner ? Wings Simulations is developing Söldner. They have proven their knowledge in Military Games with the highly awarded Panzer Elite which is still the reference in historical tank simulations. Check PanzerElite.com for more information about Panzer Elite and WingsSimulations.com for more details about the development team. Is Söldner a simulation? Söldner uses realistic physics and elements to create a believable environment. Still Söldner is fun and easy to play, not a true simulation. So how realistic is Söldner? Battlefield Style or Flashpoint style? We see Söldner somewhere in between those two games. However the servers have enough settings to turn Söldner into a very realistic "one shot to kill" game if you like. When is this Game due to come out? Currently scheduled release is Spring 2004. What are the specs/requirements ? (System requirements may change during development process) Minimum Windows XP/2000 or Windows 98/ME with 128MB memory Pentium III - 733 MHz or equivalent DirectX 8.1b compatible 3d graphics card with 16MB memory Recommended Windows XP/2000 with 256MB memory Pentium III - 1.2 GHz DirectX 8.1b compatible 3d graphics card with 32MB memory Will there be a demo ? Yes. A multiplayer public beta demo will be available this summer. A single player demo will be available after release. Will there be a beta test ? Yes. We will be holding a closed beta test for the multiplayer mode and a public beta with the multiplayer demo (see above). More information regarding the beta will be published as we getting closer to the beta phase on the official Gamesite. Is there a dedicated Gamesite ? Yes. The official Gamesite for Söldner is: SecretWars.net Will there be future add-ons, or downloads after the games release that will include weapons, vehicles, and classes? Yes, lots of them, most of them are free of charge as well. We also plan AddOns which cost money but contain additional features and extensions. -----Gameplay/General----- Will Söldner have 1st person or 3rd person view/perspective ? Due to public demand Söldner: Secret Wars will offer an optional first-person perspective viewpoint and third person view. You can switch anytime between those two with a single keystroke. What multiplayer modes does Söldner support? We offer most standard modes available like conquest, capture the flag, team Deathmatch, bomb runs, hostage rescue and more. However our multiplayer modes can be customized to create new exciting ways of multiplayer gameplay. Read our CMM feature here. Will the purchase and subsequent playing of this game make me rich and famous? If not, why the Hell not? It will make you rich in experience, fun and reaction and poor because you spend too much time with your computer. Try getting a girlfriend for a change please :) How many players can compete in the multiplayer mode ? The dedicated server which will ship with the release will support up to 32 players via LAN or internet. Which weapons will we be able to use? All 70+ weapons that are listed on the official Gamesites SWS section can be used. Will we be able to use all the vehicles ? Yes. All vehicles, helicopters and jets listed in the AFV will be useable in the game. Will there be Night Vision or other visions ? Söldner has Night Vision and infrared in the binoculars and some scopes of sniper rifles. The scopes also support various zoom magnification levels. Will there be a mini-map? Yes, there is a mini-map available varying in size and power depending which unit you control. Soldiers see their team positions in the near vicinity while some vehicles and helicopters have radar to identify enemy vehicles as well. What about joystick support for the helicopters/planes ? Our system is based on direct input of DirectX 8.1 which can be mapped to any device supporting it. So yes, you can remap the keyboard/mouse controls to joysticks. Will there be iron sights ? We prepared to support iron sights but haven’t planned them yet at this point. We are still listening to our community. In what region is Söldner taking place at ? Söldner plays in the Bering-sea area, which is between Siberia and Alaska. What is the size of the generated world map? 6500 x 3500 km (4062 x 2187 miles) How do you prevent not getting lost in the huge map? You play a modern game with radar and waypoints, so you always know where the mission area is. We do however support server side settings to restrict the game area if you like. You can put hard borders around the map or a soft border, or no border at all. Which country’s are in the game? USA, Russia, China, Japan . More will be added at a later time. Will the vehicles have Hit Point based or a realistic damage system? As of now the vehicles have “Hit Point” based damage system. But this system takes angle of attack into account, so that attacks from rear cause more damage than from the front or side. The weapons can jam/malfunction? No, we don't plan to support weapon jamming at this point. However we have the jam modifier in the weapon data and might add it optionally at a later time with the monthly updates after release is demand is high enough. Will there be Linux based dedicated servers available ? Yes. We are planning the release of a Linux dedicated server shortly after the release. Will there be different stances? Yes, you can stand, crouch, and lay prone. All these different stances will affect the player’s weapon aim and stamina recovery. Will this game have dynamic lighting? Yes. We have day/night cycle with all daily hours and light differences in between. Can a Server Admin force first or third person view in multiplayer mode ? Yes. The server admin can adjust the view/perspective optional. Do I need to pay to play Söldner online? No, there is no additional fee for the multiplayer part, only your internet connection costs. Servers will be available on launch in various territories. How/Where do I get my equipment in the game? You start with basic equipment (knife, pistol) and have to buy other equipment on your base. The money you can spend is from your personal account or team account. If you use the team account the team’s commander must approve the purchase. You earn money by working for the mission goal or fulfilling duties. Will some guns have bipods? Yes. Some Machine guns have attached bipods. The weapons precision will increase through the bipod but only in certain stances. I.e. short bipods will only help when lying down. Can you swim in water? No, as soon as you are deep into water you start to take damage until you die. This means you can wade through shallow water though. Can you jump? Yes, we have several jumps in the game like long jumps, jumps over fences, climbs over high fences, jumps through windows etc. Is it possible to cook grenades? Not yet. We don’t know if we want to support this as its rather unrealistic. When Para dropping is there a certain height requirement and a danger to it? Yes, you need a specific height, otherwise your speed will be too high when hitting the ground and you take damage or die. Is it possible to bail out of land vehicles or planes? Yes. Does the outfit/armor we select affect our damage in game or just for looks? The outfit doesn’t affect damage, but armor does. Some "looks" though have optional armor without showing it as we want to allow players to look without armor but still play with it. I see you are 'considering' the iron sights issue. Are you 'considering' a realistic damage system (King's for example) too? The damage system of soldiers is pretty much nailed down. Damage varies on weapon used and body part hit. There are some basic effects on your soldier from blasts and weapon impacts. For vehicles we are considering slightly adjusting it from the general hit point system, but we haven’t decided that one yet. FYI: the current system has one global hit point value for a unit which is damaged depending on weapon type and hit angle, and hit direction (rear shots do make more damage). What are the different prices for all the vehicles and weapons? Will they be based on actual prices or made up so as to fit in with gameplay? We do not have fixed the prizes yet for units and weapons. They will be affected by the guns performance, rareness and manufacturing country. Will players get Fatigued so we can cut down on run and gun? You get fatigued by running. Whether getting hit reduces your fatigue isn't decided yet. However your maximum fatigue is your current hit points, so there is a relationship already. In other words a healthy guy can run twice as long as a 50% damage guy. Will you be so kind to put Artillery and or mortars in the game? Not planned yet to put indirect fire weapons into the game. We are considering them after release though or in the AddOn. In the FAQ it says there are 70 weapons in the SWS Section, however there are only 53 listed. Was the 70 a miscount or will there be 70 by the time the game comes out? We will release more weapons to SWS until release. There might be even weapons in the final release you haven’t read about on SWS... Will you be able to place weapons and ammunition in a truck, so that said truck (or indeed helicopter) can drive around reloading tanks etc, or will this role be limited to the engineer role? In my humble opinion, an engineer should only be able to reload/resupply soldier weapons, I mean, they can hardly carry around a load of tank shells, those things are heavy! Engineers can reload tanks if they have a support vehicle nearby, otherwise they do not have enough supplies with them. Currently trucks can't transport things other than soldiers, we might try to fix this though (it has to do with our physics system) What are you going to do to help make this a more team oriented game? AGS will help, TCM will help. Can't tell you more yet until we release this info to the web. Will air-to-air missiles on jets or whatnot be radar guided? Heat guided? Same with Stingers and other SAMs. Edit: Oh and do jets have any countermeasures for these missile attacks? We have heat and laser guided missiles. Heat guided react to engine heat, i.e. a vehicle left alone will get cold over time. Laser guided are homing on a laser point aimed by yourself or another player. Radar guided are supported by simple "locked and fire" mechanism. Counter measures include chaffs and flares. Dev diary #1 talks about day- and nighttime in the game. Will we (as a server admin) be able to change how fast the time goes? E.g. how fast it becomes dark and turns into night again? Yes, you have the option to advance time after each round of combat, i.e. you could set your server up so that after 12 rounds one full day and night passes. Is there just 3rd person for vehicles? Or will we be able to switch between view modes (first and third person) with vehicles? Only 3rd person for Vehicles right now. This won't change until release as we can't make cockpits and individual instruments for every unit. Will the clan logos on tanks only be able to be in a white color? We don't know yet whether we want to limit the logo colors. It has to do with cheat prevention. Also will there be a variety of adjustable scopes, and will wind and elevation affect, along with weather conditions, fire arm performance? Whether or not arms have real ballistics with wind effects isn't decided yet. Will it be possible to steal enemy vehicles if they are sitting there with nobody in them? Yes. However there are limits. An abandoned vehicle is locked for several seconds by the user. If he doesn't return the vehicle turns neutral for everyone to use. This enables players to temporarily leave their vehicles without someone stealing it. Will there be customizable weapon loads for vehicles such as chopper missiles or types of bombs for aircraft? Example: for my A-10 Warthog can I choose between cluster bombs or Maverick air-to-ground missiles? Same goes for small arms.. Can I choose HE grenades or WP anti-personnel grenades for my m203 grenade launcher? For units and soldiers this works differently. For units there will be a couple of preset weapon load outs available you can pick. You cannot configure each weapon individually though. So I know there's going to be a naval vessel in Söldner (your base of operations in single player). Now, if somebody would want to create a battleship or something. Will this be possible? (by Bone Rattler If you mean for a MOD certainly yes. Btw, whether or not the Carrier makes it into the final game is not sure yet. How long does it take for the seasons to cycle? (by BoBiMuS) We got no seasons CHANGE. Don't misunderstand: you have areas in the map with winter and others with autumn or summer. The map is large enough to have those areas with permanent winter in the north and summer in the south. Day and night cycles are real time in single player (with time acceleration) and for multiplayer servers you can set how many hours pass between MP rounds. Also some pics I have seen had pistols in holsters. In most screenshots however they are simply hanging in the air away from the leg. Will we have holsters in the finished game? (by major minor) This is still being decided. It's a nasty small problem which takes simply too much time to fix with only a small effect. If we find an easier way to do the holsters easily we put them in. Dose the physics System allow Splash damage? (by Sir. Polaris) Yes, but its not part of the physics system actually, but that’s merely a detail. Splash damage occurs with grenades and high explosives like bombs, shells or C4. Does the physics System allow Explosions to move people? (by Sir. Polaris) It’s planned, but not implemented yet. It depends if our animation system can handle it. The Graphics engine are dynamically change the LOD, depending of the complexity of the scene (like in OFP), or it static, so if we choose the Level of Detail, it’s never change in game? (by [NST>Cifu) The LOD implementation is different depending on object we talk about. The range when the LOD kicks in is flexible though and can be set in the video settings of the game. Vehicles and Soldiers for example loose details over range until they are exchanged with a low detail model. Trees and foliage have fixed 4 LOD models which are blended over each other over distance. The landscape has dynamic LOD, i.e. the mesh is optimized for every range. If a player wants to create a carrier with jets on it, wouldn't the jets start to bump like hell? (by Bone Rattler) Bump? Why? Not really, our physics system is pretty nifty :) I read before that you can pick up and use ammo based on caliber instead of gun/magazine make. I was wondering if that meant exact weapon calibers [i hope> or that it was in a broad term such as.... 7.62x39/7.62x54mm ammo will work for 7.62x51mm weapons or 5.8 mm/5.45 mm will work for 5.56 mm weapons etc... (by brigade101) We generalized ammunition in Söldner, otherwise it would be a pain to find matching ammo. So we picked the easier system that 9mm will fit any 9mm weapon, independent on shell case length. So yes, any 7.62 ammo will work for all 7.62 weapons. In the game movie the guy uses a stinger missile to blow up the building. The stinger is a single shot weapon but the guy fires 2 rounds from it without reloading .Will that be changed and how many heavy weapon rounds will a player be able to carry at one time ? (by major minor) We use the Stinger currently as our all purpose debug weapon for the destruction system. Otherwise the programmers would have to find a vehicle or jet to destroy things. That’s why most screenshots also show the stinger on the back of the Soldiers: it’s the standard weapon during our development process. Yes, the final Stinger version will be a one time use throw away weapon and you can only carry one. Other, reload able heavy weapons can be used more often; the ammunition depends on the basic weight. I'd like to know exactly why cooking off grenades is considered unrealistic in the FAQ too. (by BigDaz) Grenades work like this: you pull the safety ring. As long as you hold the release of the grenade it won’t go off. When you throw the grenade the release is going off and charging the chemical reaction, after some seconds the grenade will go off. So what do you ask for: pulling the pin and holding? Sure, that’s possible. Releasing the trigger so the chemical reaction starts and holding it THEN? Ouch, no go. Ask the army if they do this on the field. Will there be "real" pine forests besides the single pines you've got now? Maybe with adjusted, low poly models in the middle or something? (by BoneRattler) The tree distribution is still being tweaked, but we do not have the distinction between outside and inside pine trees of forests. We do however have forest areas which are denser than now if you aren't close to villages. How long do you plan on supporting the game with patches, updates, and other goodies when comes out? (by Bobimus) As long as there is a community large enough which plays it and supports the game. Does the engine support boats, ships, etc.? Do you plan on adding them in the future? The engine does support them but we have to postpone ship fights to either an AddOn or the sequel. Plex are you an alcoholic? Teut: "As far as I know he isn't, he is a workaholic though." Can we have any details on the snipers camouflage package? The sniper package does three things: - reduce the stamina and reticule effects of your gun - allow you to hide, i.e. get invisible while prone or kneel (you will be uncovered when you shoot or move) - allowing you to reload while in zoom mode (other classes will move out of zoom during reload) Are there going to be sandbags in the game? Sort of, we will have wall type sandbags, but not single bags. Will a clan's money be saved? (by BoneRattler) Not for the release. The persistent data stuff (like money, stats, and skills) is part of the AddOn. I've seen the Gamestar movie and wondered that the tank "wobbles" when being shot with an assault rifle. A similar effect happens when the tank is being lifted by the helicopter: it flies around like a piece of paper. Is this due to missing weight parameters or is it going to be featured in the retail version too? The wobble effect was simply a data error: the tank was to light in its parameters. It’s gone now. The effect that the tank is flying around the helicopter while being transported is the same. We fixed that but are still not totally happy with it, but it will for the release. The sounds in the Gamestar movie don't really fit into the game, in my opinion. Are they being re-done? The movie sound (music) is not InGame music. The SoundFX are to a degree, some of them were placeholders. Refering to the Gamestar movie: When firing the rocket launcher at the house, the effect seemed pretty rough. Is there a particle effect planned to cover the part between the hit and the actual destruction? The particle effect covers such things usually. If the game slows down heavily and explosions are too large the game starts to skip those "decorative" explosions. That is what you have seen in the movie. Will Söldner feature any offline training facilities? (by EeekiE-SW) Yes, some basic shooting ranges and weapon training is in there, however not guided, i.e. it’s simply a weapon range with a village with all sorts of weapons to try. I know that you can hang certain ground vehicles off of helicopters, but will you be able to transport one vehicle inside another? Maybe a tank inside a plane? (by Toinfin) No, that won’t be possible. Will there be an option of having other people ride shotgun while you drive a vehicle? It is supported now. Most vehicles have more than one "seat" and can take with them drivers, gunners, soldiers, whatever. However there is more to this: some of those seats are specific to functions, so you can ride a jeep while your teammate mans the machinegun on the rear. Same with tanks: one driver, one gunner, one machine gunner. Or simply a truck with driver and shotgun passenger plus passenger in the rear. Will we able to rappel (or however you spell it) from helicopters? (by BoneRattler) It’s planned but might be pushed to shortly after release due to time constraints. Will there be a feature as in flashpoint when you are wounded you can't walk till you receive medical attention? (by Bravo) No. There are no penalties planned (yet) for being wounded. Will the crosshair be static in the center of the screen like battlefield 1942 or will it move around as you look like in Operation Flashpoint? (by K98) The crosshair is static in the center of the screen. We found that having a moving crosshair can be very confusing at times. How are custom missions and mini-mods being made accessible? Are we able to download them from the server that has it running or do we need to download the file off some website? (by 2die4) Custom Missions will be synced from the server on request, i.e., the user can still leave the server before the download starts. However, this feature will be available as soon as we allow custom missions to be build (after release of the editor). Will parachutes be an assigned piece of equipment or will you always have one (like in BF 1942)? And will entering a vehicle be a scripted action (GTA 3/VC) or not (BF)? Entering a vehicle is instant, no animation like in GTA3. The reason is the delay which can get you killed easily and basically sucks in gameplay. Parachutes are given to you automatically if you start with the flying unit in question, i.e. are a passenger. People flying or riding a flying unit in any other ways do not have a parachute. How long it does takes on average, to travel the length of the largest map using the fastest land vehicle? The largest area currently being tested for a multiplayer mode is 90 kilometers long. On road you need about an hour to travel the whole length. As there is no border you can travel further if you like. When you’re coming down in a helicopter, will the grass, dust, water, etc react to the wind from the helicopter, or will they sit still. Same as ground vehicles driving through crops or something. Depends. We got graphical wind effects on landing and starting units, but grass and trees isn't effected. What is the complexity of the AI? If they hear something, discover it? If they see they are outnumbered, make a retreat? Can work in team-based (like covering each other)? We got sensors for the AI for audio and visual, so yes, they can hear you, see you, they do search modes, there is a team based logic, communication between teams etc. Whether you actually SEE this is another question. So far the AI is pretty decent, and constantly improving. The aero planes have limited or (so called) unlimited way to flying (maximized ceiling or speed). So I can travel a Su-37 with Mach 2 in 15 km high? No, we got a max ceiling for all units, otherwise we run into all sorts of design problems. The ceiling is an area for dogfights only, i.e. no ground unit is able to fight you this high, so you are all alone with your enemy to fight. The game has counted ballistic? (So the bullet need time to reach the target, or just "pop-up" there instantly) We have instant shots only, but basic ballistics. This was the best compromise between the two. Note: this is only for rifles and small arms, tank shells do have flight of time. Will there be other forms of communication other than AGS, and if so then what really is the big advantage that you get when using the gesture system? When playing in such a big area, do you really expect people to use the "quite" system? (by Toinfin) We got global chat and radio of course. The silent system has its advantage: it’s silent. If you use chat commands you character really will shout it, so your enemy might hear you. Not a good idea. Will we be able to use stealth of the F117? (Like be invisible on radar? or significantly reduced signature? Also about stealthy aircraft like the F-22 and the Comanche helicopter, in real life have some stealth but are much more visible than the F-117. Will this be true in Söldner? (by Lost458) Sort of. As people in vehicles have radar the signature of some units is less clear to see and blends out sooner. If you are inside a helicopter can somebody snipe you through the glass? I also noticed the small cubes in the physics demo. Does this indicate that rocks will be objects in the game and not part of the map? (by Toinfin) You can shoot a player in some vehicles, that’s entirely up to the vehicle designer and varies from unit to unit. As for the rocks: they are part of the landscape in the final version. How far away from the ground will you have to open the parachute in Söldner (BF height, Realistic height, or somewhere in between)? (by Toinfin) Currently its 200 meters I think, but that’s a parameter you can change easily. Since vehicles use a point system for damage. Will anything that hits the tank cause damage? For instance, if you throw a hand grenade at the tank will it cause damage? (by Indy) No, each weapon has a kill energy which is measured against the material the units consist of. So a tank with lots of armor won't be hurt by a grenade. Can you bail out of planes? If your parachute is shot will it rip apart? When flying a plane will the player be using the 1 through 0 keys to alter the engine power or will the player be using a "press the forward key to go" BF style system? (by Toinfin) You can bail out of all planes and flying units. Simply press "E" and you exit the unit. The parachute cannot be shot or damaged and you don’t have a second parachute with you. As for flying: We do have the "press forward key" system. If enough players like the number keys we could do this easily. Will weapons have the same specifications InGame as they have in the real world? Will they have the same firepower, range, behavior etc..? (by Liquid Lizard) As close as possible yes, but sometimes gameplay will modify those parameters. We might for example modify all ranges of rifles to be scaled down slightly as the visible range in Söldner is lower than the real world. What about artillery? I don’t know if this question has been already asked because I didn’t read everything. Wouldn't it be cooler if we put artillery in the game? Or would it be to difficult to aim and stuff. We do not support artillery in the final game. We might add something like this in an add on, but its rather low priority. Is there an option to have the gun hidden? So you can only see the crosshair. That way the gun and the muzzle flash won't affect your aim over long distance. (by Roast Beef) As the muzzle flash really does influence your sight we won’t remove it. How much is a rifle in comparison to say... a helicopter, or a tank? A rifle is like $1600, a tank above $20.000 Refering to the Damage system: Say you jump from a building will you receive damage? Yes, fall damage is dependent on speed of impact, so the higher you jump from the more damage you get. Will there be environment NPCs, like people in the villages, or deer (and birdies )? No, there won’t be civilians. How realistic is the flight model for planes? Semi realistic. We are not a flight simulator. How realistic is the flight model for helicopters (compared to BF1942: Desert Combat mod)? We are much easier to control, semi realistic, with auto hover. Will certain types of ammunition go through certain walls? (by Liquid Lizard) Yes, of course. How many seats will there be for the vehicles? 3 or more? (by Toinfin) There are more, depends on the actual unit. Current max is 9. When our tank blows up, will we still be alive (like C&C Renegade) or will it be like OFP which is more realistic that you die as the same time as the tank explodes? Tank dies, you die. Will you be able to handle multiple weapons? E.g. sniper can't have a rocket launcher, sniper rifle, pistol, frag grenade and assault rifle in their inventory.(by UK Fallen) Yes and no. You got 5 slots you can fill only with the slot type weapon. One knife, one pistol, several grenades, one rifle, one special item (among them rocket launchers) -----Multiplayer----- You mentioned there will be special servers for up to 128 people. Is this feature still planned? Yes, it is still planned. Servers won't be up for release though as we need our fans to play test the 128 player server. We will hook one up for testing as soon as we regained our strength after the master phase. You haven't specified the minimum internet connection required. Since this game is aimed at multiplayer I think this should be mentioned as it is important. Internet connection heavily depends on the server you play on. A server with 8 players can be played by modem users, some even with 16. With 32 however that’s pretty close and we recommend ISDN, Cable or better connection. What will the admins be able to control and configure on a server? Will they be able to prohibit various vehicles, weapons etc? We have tons of options on the server so those are too many to list. And yes, you can filter units for your server easily. Can bots be added to multiplayer games? Currently yes, but we can't predict if bots stay compatible with multiplayer until release. Therefore we must say: Yes we want to, but we can't promise. For the MP servers, will vehicles be ready available? Or will it be on a Renegade type system? I.E.: Each kill you get X money and then have to buy the vehicles. Yes, Renegade system is the one we choose. However there are maps which support spawned vehicles like Battlefield. It’s an option. The MP servers, will they have actual objectives? Or is it just fight to the death? Will we respawn? How is MP going to work? Depends on mode you choose. Please refer to the CMM section on our webpage which list all details regarding the MP modes. Will there be an in-game browser? Yes, definitely. Will there be a spectator mode? We are considering one, but for cheating purposes we don't have one (yet). What kind of voting interface will be implemented in game? (by ExPack) Console votes like in other games, also GUI votes. You can vote on any player, or elect commanders etc. If you got recommendations for others let us know. If you still use the "renegade" system, say a new clan joins a ladder. They play a veteran team. >From what I read it seems like this could cause a real unbalance for the new team since they don't have the finances as high as the veteran team does. (by G F) It is planned to have 3 leagues. The only way to enter the higher league is to be in the top X teams which climb up. No other way is planned. If you want to stay in a lower league you can do so. But from what I read you have to buy equipment and distribute it to the team and such. Now for ladder matches is where my concern comes in. Is there a way to enable all weapons and vehicles as well as limit them? (by G F) Yes, you can filter units on the server and decide which ones you want in your maps. Will there be more then two teams? (by bvb) We support more than 2 teams, but we haven’t put that into any game mode (yet). You can setup that though by scripting your own MP mode. Will there be server logs? This is useful to see who killed how many people and died how many times, so this would be great for clan results/stats. (by bvb) Not yet. We look into it. But with tricks you can do your own, but we will reveal that later. Will there be a port for info? Can you implement sort of an information system, so we can program our own application to retrieve info from a server such as amount of players and settings etc... So we can show our own up-to-date server information on our website? (by bvb) We plan to support that through our game browser system, yes, but it might happen sometime after release. Will you work with Gamespy on the InGame-browser or make an own? (by Duddler) We have our own InGame browser. But Gamespy asked us if we want to make Söldner compatible additionally with their browser system, but that’s due to demand. How can you tell who’s on your team, if your not in a clan and playing in a public match? (by UK-Fallen) Your team members display their name above their heads; you see them even through houses. Your enemies do NOT display those names of course. Reasoning for displaying team mate’s names: we suppose in the future each soldier has GPS sensors and transmits their position to each team member being displayed in your helmets. Is there going to any battle ships or light landing craft in the game as it is an island, which I’m guessing will be surrounded by water right, or will it be ice? (by UK-Fallen) No ship battles. If the carrier makes it into the final game you must deploy your troops from it with transport helicopters. About how long would it take before the multiplayer game actually starts and between the time it takes to buy equipment weapons vehicles etc., get them approved, etc., and the time it actually takes to start the game? (by ^Roast-Beef) Good question and we are tweaking the time. We think we need server settings anyway for this, i.e. set time for equipping soldiers and game does NOT yet run, and time outs. Note that in Söldner you can even equip yourself while the game runs, even change equipment InGame when you got the money (Or pick up stuff from other soldiers). Approved purchases must be done while the game runs. Will there be a remote administration utility for policing the server? (by WOLFAnubis) Yes. Our servers can be remotely administrated and setup via a normal web browser. If so, please include the following, but not limited to: Remote kick/ban of player by CD key, Login ID, IP AND username You can kick and ban people using the web interface, the details aren’t final yet, but we look into your suggestions. Will you display all Player IP that is connected to the server? This allows admins to be able to log who was in the server and add IP for ban manually to a file saved by the server application. Yes, you see IP's from users logged in. Whether we have an IP history is not fixed yet. All functions that an admin would be able to do through console, please make a Graphic user interface for ease of use. We try :) The browser has a web interface of course, but the InGame admin functions currently not. Will there be "Anti-lag" code for multiplayer games. (by WOLFAnubis) For those who aren’t familiar with Anti-lag net code, it’s the ability to even the playing field for dial-up connections and broadband connections. The game server calculates if player A and Player B shot at the same time, would player A (on dial-up) have made the hit if he/she was on a broadband connection. We have some minor balancing things in the game to balance dial ups vs. broadband. It’s rather basic though but should be enough for a start. Will there be a Friendly Fire forgive or penalties options if the Friendly Fire'd person decides to Punish? (by WOLFAnubis) We support Forgive TK. And yes, penalties are there, for the server setup to decide how severe they are. When determining money/experience to upgrade weapons and modules, will you award support characters (medic, engineer and any others classes you may devise) money/experience based on team effort in fulfilling their support roles? (by WOLFAnubis) Yes, definitely. We are big fans of support roles and will reward them for their efforts. When a player joins a server, will they be able to join the game in the middle of fighting? Or will they need to wait after a round/match is over? (by WOLFAnubis) Both, as it depends on game mode. For Conquest modes or CTF you can join in game, for round based modes like bomb runs, hostage rescue or VIP games you need to wait for the end of the round. Will the money/experienced earn be portable to another teammate who may not have the money/experience when starting. (by WOLFAnubis) No. But no one hinders you to buy a weapon, drop it for your teammate to pick up, and buy a new one for yourself. Can Friendly Fire be turned off with CMM? (by Sir. Polaris) Friendly Fire can be switched on and off, plus damage reflection can be turned on and off. We also have auto kick team killers, vote team killers, forgive team killers and more. How long would it take to run from one side of the map to the other? And can we see a map of the area? (by BigDaz) Running? Oh, we never tried, but about 200 hours minimum :) We post a map at sometime when the final map section has been decided upon. In dev diary 3 it talks about certain kits and equipment to help play your role on the field, is their any such kit for pilots and tank crew, such as a parachute, or flak jackets for tank crew? (by UK-Fallen) No, we assume your team is trained as Special Forces and so weapon specialists in all fields. Driving tanks or flying helis is an integral skill you have. The parachute however is given to you automatically once you enter a flying unit. You give it back when you exit normally, or you can use it when you jump out of a flying unit. Parachutes must be opened manually though with some limits. Will there be a server setting to set the starting amount of money for members or the team? (by G F) Yes, the starting money and start settings can be set by the server. Will a clan's money be saved? (by BoneRattler) Not for the release. The persistent data stuff (like money, stats, and skills) is part of the AddOn. Is there a possible Gamespy browser support? (by G F) Gamespy wants us to support them, this hasn't been decided yet. Will there be support for the All Seeing Eye (ASE)? ([url>http://udpsoft.com/eye) Not for the release. We are in contact with them however. Will there be free standalone dedicated server software to download or will we have to buy an extra copy of the game just for the server? This is still open for discussion. This also heavily depends how we allow LAN games to be played without having to force players to buy a copy for each machine. Is there a way to set a starting amount of money for ladder matches and not allow any money advances in the game? Yes, as said before money can be set for servers or being reset after x rounds (even every round). Ladder support however will be added after release as we are still unsure which system we should support (or our own). Is money saved and carried over from game to game? Even after logging out and back in? From game to game yes, but as soon as you logout or the game restart the money is lost. Example: a server plays 10 rounds of CTF. Money will be saved for 10 rounds, but afterwards the server resets the game and money is lost. Will we have the ability to be 2 in an attack airplane one gunner and one Pilot? if not will this be an option on the server settings? (by Whesky) Generally Söldner supports multi manned vehicles, this includes aircraft or helicopters. However currently none of the flying units is enabled to do so. Will there be some sort of option in multiplayer for a chosen leader to issue movement orders with waypoints so that other players can have a navigation point to head towards? For example the leader can highlight another player and click on a mini map on the screen to relay a waypoint for that other player and thus setup an ambush for an enemy column without having to type anything. (by Full Time Killa) Yes, but this is only available to the commander. This is part of the TCM feature. If you die in the game will you respawn during the game, or will you have to wait till the round is over? Also, does this depend on what MP Mode you are playing? (by Ando) This depends on MP mode. There are modes where you respawn after a delay (CTF for example) and there are round based modes where you respawn only at start (assassination, bomb runs) What are the maximum counting AI in single and/or multiplayer? So can we see really great battles (like 100+ footmen, 20+ vehicles)? (by (NSC)Cifu) Currently 32 players, even if they are bots. You can extend this however if you got a really fast machine. Will there be an option to turn off the thing that says when you kill someone? I think it would make a great server option for the more "realistic" type servers. Imagine moving down a house and then going in to make sure you took out the person. Instead of just spamming the wall with bullets until you see a kill thing. You would have to go in and find out, or just run away? (by Diamond Dust) We have two or three options to switch kill messages. You never see the enemies kills (to support stealth) and turn off your own as well. With the great number of customizable options in multiplayer games, how will you allow the player to search through the great number of servers and find one with the options that they are looking for? {Further explanation: Will you allow a player to search for each individual characteristic (I. E. friendly fire, 1st/3rd person, number of hits to kill, etc.) or only by broader characteristic (ping, name, etc.)} (by ExPack) Some options will be filterable yes, some detailed options won’t. If you join a fully customized server you won’t be able to tell all options he modified. Will there be voice chat? (by Me23) No, but we won't block third party voice chat tools. Will the player have one money account which he will use to buy both weapons and vehicles or will there be two separate accounts, one for weapons and one for vehicles? I ask because if I had one account I would hate having to choose between a ton of weaponry and one chopper. (by Toinfin) You got your personal account and can buy whatever you can afford. The team account can only be used with the ok from the commander. When someone dies do their bodies remain or do they vanish? (by TheBladeRoden) They remain until they respawn. All items and weapons remain for a couple of minutes. I wonder how the team leader is chosen? (by Yimmy Pykrete) By vote, if the vote doesn't select one the game selects one automatically. -----Mod’s----- Will you be able to customize your character/avatar? Yes, you can customize your soldier with the Unit Customization System. For more information have a look at the Gamesites UCS section. I've wanted to know for a while, and since you seem to be the only game that wants to tell: What programming language(s) did you use to make the game/the tools for making the game. Programming: Visual C++, .net edition Scripting: Python (open source scripting language) - python.org, latest build Perforce (source control program) Data files: XML 3d Objects: x-files, exported from 3d Studio Max Textures: DDS files, exported from Adobe Photoshop Licensed tools: Miles Sound System - Radgametools Granny Animation System Radgametools Graphics: 3d Studio Max Photoshop Vehicles are exported with a custom exporter we wrote based on the X-File format (native DirectX file format). This exporter and its source code will be put on the official Gamesite shortly after release. Soldiers are exported using the Granny exporter (see above). Whether we can distribute this is not known yet, but we will provide means to edit/create your own soldiers. Data and configuration files are mostly XML files, i.e. can be edited with XML editors or plain text editors like Wordpad. Sounds are simple wav files. Which support will you give to mod makers after release? We will release all tools we used to create Söldner to the public over our website. Additional some key parts of Söldner will be released with source code to allow true mods taking place. We also will create a special section in our forums where questions can be asked to our development team. At last the important mods will get free web space on our servers. Will we HAVE to have 3ds max to use the exporter. or can we export from other programs into a 3ds max file format and use the exporter that way? We only provide the 3ds Max exporter. It’s up to the mod community to write your own. How will the custom skins really work? We do not have skins per se, we got interchangeable body parts and added color maps which resemble your camouflage. See UCS on the webpage. What's the ideal poly count for weapons and vehicles for moding purposes? Weapons have between 500 and 2000, units between 1500 and 4500. Will we be able to model our own buildings/houses? If so, how do we add the ADS to it? (by Corporal Canuck) Yes, you can, but it’s a three step process: the house parts mesh itself, the texturing, and the modeling of the house. The latter is easy, texturing isn't very hard, but the mesh is a lot of work. So you either use the existing ones or create your own. Will Mods Have there own folder (Like Bf42 Later Implemented)? (by Sir.Polaris) Not decided yet :( Can you give more details about the way in which we'll be able to create "new multiplayer modes"? Multiplayer modes are 100% python, i.e. the map start, setup, scoring, respawn, everything. So it’s pretty simple to create or modify new modes. Share this post Link to post Share on other sites