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Author Topic: Hell Let Loose brings battle on an epic scale  (Read 497 times)
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Bear Offline
EIR Veteran
Posts: 887



« on: January 18, 2019, 09:40:06 am »

Quote
https://www.youtube.com/watch?v=SxEttyLFqgE

Experience history

Hell Let Loose places you in combat on 1:1 scale iconic battlefields from World War II, recreated using archival aerial photography and satellite imagery with Unreal Engine 4.

Fight with, and against weapons and vehicles that are historically accurate and intricately detailed. The battles you face will be brutal and bloody, as they were in the past.

Huge battles

Take to the battlefield in 100 player, 50 vs 50 combat as infantry, tanks and artillery clash on a shifting front line.

Teamwork is central to the gameplay experience in Hell Let Loose. Communication between players, officers and the team commander takes strategy to the next level as the whole team works together to take strategic targets from the enemy, as well as defending your own.

How Realistic will ib be?
 
We're aiming to make a game that mixes the high-intensity carnage, weapon mechanics and brutality of Red Orchestra 2 with the operational, supply and construction mechanics of Project Reality beneath the meta strategy of a game similar to Company of Heroes.
 
We prefer intense, terrifying and intelligent instead of long, tedious and boring.

A new metagame

Capture sectors and resources to secure the win for your team! Hell Let Loose has players fighting for munitions, fuel and manpower in a unique resource-based strategic meta-game thatís easy to learn, but hard to master! This is World War II on a scale you havenít played before.

Manage the supplies youíve earned to call in support, reinforce strongpoints or flank the enemy. Strategy breeds victory.

Combined arms

Play your way with over 13 playable roles within infantry, recon and armour unit types, each boasting different weapons, equipment, vehicles and battlefield tactics.

Lead from the front as an officer, eliminate high value targets as a scout, provide suppressing fire as a machine gunner, heal the wounded as a medic or keep the tank commanders rolling as an engineer. These are just some of the roles that will immerse players into every aspect of World War II combat.

How will Vehicles work?
 
Vehicles in the game will be equipped with historically accurate gunsights and levels of magnification. They will have finite ammunition and reflect the types of ammunition fitted during the period. Should a vehicle take damage or run out of ammunition, it can return to base to be repaired and rearmed. We also plan to introduce armoured recovery vehicles for in-field rearming and retrieval for other knocked out vehicles.
 
We are currently developing an armour rating system in order to realistically model the status quo of the battlefield at the time. A Tiger tank will be able to destroy a Sherman at 1km range, while the Shermans will have to coordinate and work together in order to close distance and hit a Tiger tank at close range from the flank or behind. To reflect the reality of the war, Shermans will be far more numerous and less costly to field. Additionally, a single Bazooka round will rarely outright destroy most vehicles. Players will have to be wise in how they use them in both positioning and proximity.

How will wounding work?

The Medic role will play a vital part in dragging, carrying and reviving wounded comrades. We've built a three-tiered system of wounding that reflects the reality of the conflict without bogging the player down with tedious and often contrived mechanics.
 
If you take a shot to the extremities, you'll be able to deal with it yourself. Getting hit in a vital area will require some professional attention. Getting hit by a mortar round or throwing yourself onto a grenade will turn you into Humpty Dumpty.

​​Will there be destructible Elements?
 
At present, bridges, walls and fences are at the top of the destruction priority list, as this will have significant effect on gameplay, strategy and tactics. Players will be able to shape the flow of traffic across the map by making areas very difficult for armor and vehicles to traverse safely.
 
We tested numerous forms of more complex destruction for both foliage and buildings and decided that the load on the network would compromise the total player count of the game. It is more important to us to field 100 players on a large map, than 5 players on a destructible battlefield.

It need Officers to...

For this game I would come to discord. Cheesy
« Last Edit: January 18, 2019, 09:42:39 am by Bear » Logged

Brothers stand tall!

Erst die Heimat, dann die Ferne.
Erst die Erde, dann die Sterne.
ChetnikVoyvoda Offline
EIR Recruit
Posts: 15


« Reply #1 on: January 18, 2019, 12:05:16 pm »

How the guy recoils from being shot at 1:16 is very realistic. I hope its not a let down with glitches and bad mechanics.
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Unkn0wn Offline
No longer retired
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Posts: 18296


« Reply #2 on: January 18, 2019, 01:22:47 pm »

Looking mighty good! Definitely going to keep an eye on this one
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Poppi Offline
EIR Veteran
Posts: 1086


« Reply #3 on: January 19, 2019, 12:09:49 am »

Anyone here play Post Scriptum?
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NightRain Offline
EIR Veteran
Posts: 3920



« Reply #4 on: January 19, 2019, 10:53:23 am »

Hows this game different from post scriptum?
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Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
Bear Offline
EIR Veteran
Posts: 887



« Reply #5 on: January 20, 2019, 12:10:45 pm »

Hows this game different from post scriptum?

As far as I know, there are no destructible elements in post scriptum.

Impressions of gaming (Alpha Version of both Games):

Hell let loose: https://www.youtube.com/watch?v=x18PhxECmEY

vs

Post Scriptum: https://www.youtube.com/watch?v=GgWcYXRNDRI
« Last Edit: January 20, 2019, 12:14:17 pm by Bear » Logged
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