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FAQ, Q and A section

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[ 29.05.2008 г.]

Content

General

Game Process

Strategy and Tactics

General


When and how the DTF Games appeared?

DTF Games was founded in July 2003 as an independent branch of one of the oldest Russian game sites The Daily Telefrag. We have always been interested in gaming industry, we wanted to know what, how, and why was happening in this business the way it did and not some other way; we were interested in becoming part of the process ourselves, to go beyond just reviewing games. That's why back in 2001 we launched Russia's first industrial website for game developers DEV.DTF.RU, which has been gathering the cream of the crops of the Russian gaming industry at its forums for three years now. The people visited DEV.DTF.RU, talked shop; the community around DEV.DTF.RU was growing, and we watched the process and got ourselves ready to step in to this business. In 2003, we organized first Russian Game Developer Conference (also known as KRI). And the same year we decided to start developing games on our own.

What is "Stalingrad"?

"Stalingrad" is a real-time strategy based on modified version of the “Blitzkrieg” engine, initially developed by Nival Interactive. The plot of the game covers the period between July 1942 through January 1943 and describes the events of one of the most dramatic episodes of WW2. Within the framework of two detailed campaigns, player will first command the offensive of the German troops to Stalingrad and the following assault on the city. After that he will take command over the Red Army troops, liberate the Soviet fortress from nazis and fully obliterate the 6th army of Wehrmacht. Unlike other games of the same setting, each mission of "Stalingrad" is based on authentic historical realities and is connected to the authentic WW2 events both in time and in place. Moreover, some of the combat tasks are organized in such a way so as to ensure that the campaigns themselves provide a realistic description of the actual developments in the battle-ground at the time.

Is there going to be a demo version of Stalingrad?

This question is still being discussed.

When will the game appear on shelves?

Approximately in Q4 2004. As soon as we know exact date we will let you know – check official site for updates.

What are the system requirements?

For the time being, system requirements for the game are as follows:

  • Windows 98 / Me / 2000 / XP;
  • Microsoft DirectX 8.1;
  • Pentium II 366 MHz (Pentium III 600 MHz recommended);
  • RAM 64 MB (128 MB recommended);
  • Riva TNT, 8 MB (GeForce256, 32 �� recommended);


Game Process


How much does Stalingrad differ from the original Blitzkrieg?

The ideology of the game is somewhat different, some of the Blitzkrieg's elements have not been used in Stalingrad, and many have been considerably altered. In short the game is much more connected to actual historical realities, here the player is not controlling abstract detachments, but rather certain units and forces, which participated in the Battle of Stalingrad. When creating the game script we had to dig through a mass of historical materials, some of them were hard to find, which is why the game process here is much closer to what happened in reality. The maps for Stalingrad are created based on the aero-photo-shots and authentic war tactical maps, details on that to follow. In addition to that a large scope of work was completed in correcting the infantry/ordnance parameters, as well as game-world constants. Add new interface, new soundtrack, and new videos and you will get an approximate picture of the difference between Blitzkrieg and Stalingrad games.

Why are you using the Blitzkrieg's engine and what upgrades were introduced for Stalingrad?

In our opinion Blitzkrieg is one of the first successful Russian attempts to create an open-architecture engine that can be used by teams of other developers. Among the strong sides of the engine are immense opportunities on altering the game constants in accordance with your needs as well as a simplistic system of exporting the models from Maya directly into the game. Setbacks on the other hand would include certain limitations of the engine – such as for instance the authenticity of models' behavior on the game field. Nonetheless we are very grateful to Nival for giving us the opportunity to use their initial efforts. This allowed us to concentrate more on the design of the game, without thinking about writing our own engine for Stalingrad. The upgrades that we have already introduced to the original engine are more concerned about the realistic depicturing of combat action.

Does the name of the game presuppose that all of the action in Stalingrad will happen within the city limits?

No, the game does not limit the action to the city, as one could have thought judging by the title. As the player proceeds to Stalingrad with the German forces he will see a number of places located both in Stalingrad and nearby. Out of the city districts the most detailed would be the Stalingrad-1 railway station, the famous Mamayev Kurgan, Square of the Perished Fighters, the Red October plant, and the airfield. In the course of the operation on encircling the German forces the player will perform combat tasks in various different localities of the Stalingrad region – collective farms, villages, Cossack settlements, etc.

How much will the game process be affected by the fact that the action will only span 1942-1943?

Of course the already stated historical authenticity in Stalingrad will to a certain extent affect the game process. For instance we were forced to refuse from any interactive elements, that is we will not allow the player to change the actual results of a battle. However by successfully accomplishing certain missions, the players will be able to access a number of secret missions, demonstrating unknown facts from the history of the Stalingrad battle. Also the model range was considerably altered compared to the original Blitzkrieg, since we had to demonstrate the ordnance used for only 7 months rather than throughout the five years of war. I.e. we will positively not include German "Panther" and Soviet "IS" tanks into the game, since at the time they simply did not exist. However, on the other hand, we will demonstrate other ordnance units, which had not earlier been featured in any of historical war strategies. Such as for instance the German Panzerselbstfahrlafette V "Sturer Emil" howitzer only two copies of which existed in reality. That is, the limited time frames of Stalingrad presuppose a number of setbacks, but also provide a number of entirely unexpected bonuses.

How many types of weaponry will we see in Stalingrad?

Overall there is over 150 different types of infantry and ordnance units in Stalingrad, which are built in strict accordance with the actual prototypes. These, as we mentioned above, would include units that have not yet been featured in historical military strategies: i.e., for instance, the experimental SAU Panzerselbstfahrlafette V "Sturer Emil", PZB-41/28 AT gun, Red Army heavy assault infantry and others.

Are there any differences in the characteristics of combat units of Wehrmacht infantry and Red Army units in Stalingrad?

Yes there’re differences, moreover they directly influence the game process. For instance the German tanks have a better sight due to better optics and thus are better prepared for long-distance duels. On the other hand, the Soviet machines have better speed, cross-country capabilities and are larger in numbers. In close combat they will be a good match to the German panzers. The German infantry is also better equipped, has an abundance of rifle grenade-launchers and automatic weapons, but the Soviet battalions are larger, and as the "fresh" guard and motorized detachments step into the scene the differences are effectively removed. In the course of the battle for the city the German troops, initially having a quantitative advantage, get worn out in battles and loser combat ability, the Red Army on the other hand will get better weapons and reinforcements. All of this makes the game process quite diverse and does not allow the player to come up with any universal tactics, which would provide a guaranteed victory in a mission.

Strategy and Tactics


What types of infantry formations will be available in Stalingrad?

As of present the working version of Stalingrad features four types of basic formations: the mob (attack mode, "despite all losses"), unfolded line (the detachment advances in a line with slightly folded flanks), defense (a semicircle with machine-gunners on the flanks), and march (column by three).

Will Stalingrad feature normal tank combat: in particular did you change the range of the guns as well as armor parameters?

The range of the guns on average has been doubled. If in Blitzkrieg that was 25-35 tiles (note: one Stalingrad tile is approx 2.5 meters) than we have 50-60. This is why we have quite authentic looking tank duels, when the opponents are standing at a certain distance from each other (as opposed to barrel-fencing) and exchanging rounds until complete annihilation of either of the two. The armor of the tanks has been changed in accordance with table data. The life-level bar remains there, but "health points" have been recalculated according to our own matrix and represent the actual life of a tank in battle.

Is the artillery range in proportion with tank guns?

Certainly, the artillery has a range of its own. From 360 tile for an average mortar (i.e. it covers an average-size map) to 900 tiles for the RGK artillery. And before you ask, this will be compensated with: a) a realistic scatter of shots for the artillery; b) ammo allowance limited by the table data. For instance, the 105mm LeFH-18 howitzer can have no more than 12 rounds on-board; replenishments are to be picked up at the battery storage.

Will it be possible to crush artillery units with tanks in Stalingrad?

No. Unfortunate as it is, the Blitzkrieg engine does not allow this feature. Then again there will not be that many situations when the artillery would allow the tanks to approach that near due to the firing radius that is larger than in the original. As of the results of the tests we can say that cannons would normally be destroyed in one to two rounds after exposure. As it in fact happened in WW2.

How is the aerial support realized in Stalingrad?

We removed the fighter planes since it is not possible to show a realistic dog-fight in such scale. Other types of planes have increased speed and a realistic turn radius. In addition to that the bomb scattering is such that when you work on the edge you’d have a fair chance of hitting your own troops.

How will the player replenish ammo and repair?

Same as in Blitzkrieg at storages. Although there will be much less of those in Stalingrad. Largely the locations of the storages will be quite logical: they will be deployed near the artillery positions, railway stations, in the center of key defense positions, in the settlements. Also the player will not always have access to a storage right from the start. At times he will be forced to first capture a certain Whatever railway station, to get access to the storage, receive reinforcements, and continue attacking. Repair units/trucks also appear as reinforcements – at times there would be plenty of them.

Will the player be able to replenish the infantry in the course of the game "free of charge" same as it has been in Blitzkrieg?

No, no such infantry replenishments. We refused from that out of ideology. There is a sufficient number of infantry reinforcements. In fact the tank/infantry ratio we have is much more realistic than in the original "Blitzkrieg". And its much more diverse, by the way.

Will the infantry be equipped with heavy weaponry?

Of course. We even have special heavy platoons, which are used to enforce staff infantry platoons. These feature a pair of grenade throwers (soldiers with a bag of grenades), rifle grenade launchers, a more combat able manpower, and an officer with binoculars.

What type of terrain relief will we see in Stalingrad? Are you going to have heights?

The terrain relief in the Stalingrad missions is created in accordance with historical realities. Out of the bigger heights we are going to have the Mamayev Kurgan, but mostly it will be smaller hills and gorges. By the way, our Map designer spent quite some time with the Mamayev Kurgan but now it looks quite nicely.

Does the distance of detecting an object (infantry/ordnance) comply with the view distance? As it is known, the smaller the silhouette/size of an object the shorter the distance at which it can be detected with other conditions similar.

In Stalingrad infantry and some of the ordnance units (such as for instance AT artillery) have a very high level of camouflage. In reality this leads to the realization of the "eight of first shot" for a cannon. That is it can only be detected after the first shot, after which the tanks can destroy it. Such units cannot be seen through binoculars either. Thus the distance of view and detection are pretty much two different things for us.

Are there any terrain camouflage coefficients, which allow to conceal ordnance, reduce the distance from which it will be detected?

Yes. There are positions at which cannons/tanks can only be seen if you come right close to them.

Is there going to be heavy artillery in the game such as ML-20 or A-19?

Yes, of course. Moreover, Stalingrad will also feature the less known artillery units such as the 203mm B-4 Soviet howitzer.

How is the experience gaining system implemented in Stalingrad?

The system of gaining and transferring experience points in Stalingrad is simply unnecessary - ordnance and infantry are not moved from one mission into another. However there is a certain "equivalent" of gaining experience for the troops under your command - based on the same historical authenticity towards which we strive. For instance, as you proceed through the German campaign you will find that there is less and less soldiers in a platoon (due to losses in action), however there would be more and more "veteran" type soldiers (infantry with improved characteristics and own weaponry – a German veteran may have a trophy PPSh submachine gun).

Will it be possible for two infantry squads to hide in different houses and shoot at each other from the cover?

Yes.

Will Stalingrad feature sniper duels?

Theoretically yes, but for that it will be necessary for two snipers to appear in one and the same map sector, and provided that nobody impedes their actions. In practice this happens very rarely. Possibly there will be a separate mission where the player will be able to use you snipers against the enemy snipers.

Will engineers in Stalingrad be able to mine a building against infantry?

No.

Will there be fires? If so will they be passable for infantry?

No fires per se. We have however considerably increased the longevity of the burning effect - this had been necessary exactly for us to be able to receive a picture with a city on fire. The new version of smoke will be shown on screenshots, which we are planning to publish shortly.

Will there be wounded in the game and if so, will the player receive bonuses for salvaging them from the battlefield?

The wounded in the game will be soldiers with reduced characteristics - they will also become objectives in some of the missions. The player will not be able to heal his soldiers during a mission.

 

 

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[ 18.05.2012 г.]

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