So, here we are. Traction Wars Vanguard Normandy 1944. It's one heck of a shift for both the devs and the community. First of all I gotta say congrats to the devs for the progress you've made and the fact that you're on the right track towards a release. Now I would like to ask a little more about Vanguard and how much of the gameplay design aspects from Traction Wars is continuing along in Vanguard?
Let's start with what we do know.
Stuff that is carrying through:
Pegasus Bridge and Merville Battery maps.
All weapon models, character models, and other art assets.
Night and rain battles.
Sound and visual effects.
Things that have changed:
Player count reducing.
Game mode changed from Conquest to "Raid", an attack and defend mode. How does "Raid" work?
Maps made smaller and tighter.
Now what I'd like to know is if the general style of gameplay has changed.
Is the pace of the game going to be faster than it was before? I, and many other community members, enjoy a slow paced game and hopefully Vanguard can match it's realistic locations and equipment with a pace of gameplay that is realistically slow as well.
Are rally points still implemented? Combined with a (hopefully long, at least 30-45s) respawn timer they can be important tactical tools for a squad to use. In Traction Wars it was mentioned that rallies could also be used to fall back and resupply. Will this still function in that way?
Is the squad size and complement still realistic? (9 or 10 guys, only 1 or 2 SMG and 1 MG.)
The maps have been made smaller, but how small are they now? In the trailer it looked like there are still some quite long distances and areas that are fairly large and open which is a good thing IMO.
And are there any other changes that make Vanguard considerably different from Traction Wars?
Thanks for the updates guys, I'm just trying to get some more information so I know what sort of game this will really be. If I had to assume I would say it's the first of it's kind, an extremely realistic (in content and hopefully also gameplay pace) but small scale WWII fps.
Flare
Let's start with what we do know.
Stuff that is carrying through:
Pegasus Bridge and Merville Battery maps.
All weapon models, character models, and other art assets.
Night and rain battles.
Sound and visual effects.
Things that have changed:
Player count reducing.
Game mode changed from Conquest to "Raid", an attack and defend mode. How does "Raid" work?
Maps made smaller and tighter.
Now what I'd like to know is if the general style of gameplay has changed.
Is the pace of the game going to be faster than it was before? I, and many other community members, enjoy a slow paced game and hopefully Vanguard can match it's realistic locations and equipment with a pace of gameplay that is realistically slow as well.
Are rally points still implemented? Combined with a (hopefully long, at least 30-45s) respawn timer they can be important tactical tools for a squad to use. In Traction Wars it was mentioned that rallies could also be used to fall back and resupply. Will this still function in that way?
Is the squad size and complement still realistic? (9 or 10 guys, only 1 or 2 SMG and 1 MG.)
The maps have been made smaller, but how small are they now? In the trailer it looked like there are still some quite long distances and areas that are fairly large and open which is a good thing IMO.
And are there any other changes that make Vanguard considerably different from Traction Wars?
Thanks for the updates guys, I'm just trying to get some more information so I know what sort of game this will really be. If I had to assume I would say it's the first of it's kind, an extremely realistic (in content and hopefully also gameplay pace) but small scale WWII fps.
Flare
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