World War II Online recreates the brutal war in Western Europe in a zone-less 300,000 SQ KM game world! Free-to-play, MMOFPS, true combined arms action, with over 100 historically accurate weapons and vehicles, 10 personas, and much more! Do you think you have what it takes? Enlist Now!
QUICK DESCRIPTION
World War II Online is a Massively Multiplayer FPS, simulation game set in the Western Front of WWII. The game offers a strategic and persistent winnable Campaign that is completely player-driven, both in the strategic planning and players fighting to control territory.
Its scale is a massive 300,000 SQ KM that is an interconnected and zone-less game world offering total freedom for players. This scale allows for truly immersive combined arms pvp combat. Communication between the Army, Air Force, and Naval units that are engaged will help determine the outcome! There are no limitations to how many players can interact in a battle space.
All weapons, vehicles, munitions and ordinance perform according to realistic values. We have achieved this through direct access to historical archives, a network of military experts and our advanced proprietary game engine that goes in depth like never before. Armor on tanks and aircraft, as well as their internal components, are modeled down to the millimeter.
Our damage models go into extreme detail with each component being destroyable in vehicles including crew, weapon storage, gas tanks and more! You don’t just shoot a hitbox?NO! With every shot fired, multiple calculations take place that determine the round impact consequences. Some of these include; angle of obliquity, speed of round at impact, thickness of the armor, internal spall, armor penetration, parts of tank damaged, etc.
Just like in real life, the outcome of each engagement will be determined by strategy, tactics, teamwork, and your weapon handling skills! In WWII Online there are no special power ups or item buys giving someone a special advantage against other players. Every rifle is just as lethal whether you are a premium subscriber or a free player.
Since our original release in 2001, our community and game has provided memorable and challenging game play experiences. WWII Online’s game play is unmatched in terms of scale, realism and replay ability.
Do you think you’re hardcore enough to play with and against some of the most battle-hardened WWII FPS gamers around?
Sign up today and find out!
The Virtual Battlefield Does Exist!
Xoom
Hybrid AO System: The best of both Worlds
Since we introduced Proximity AOs (or Attack Objectives), players have requested that we consider a Hybrid AO system that allows for both players 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 any time to withdraw the Hybrid AO system if unforeseen 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 pros and cons of both Proximity and HC placed AOs to try and find the best of both worlds. 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!
A great update for WWII Online going on today, right now. Updates, Bug fixes, new stuff in particular. New Quad Flak guns for those who love to shoot...
Coming soon: Quad-Anti Air-Aicraft guns to WWII Online! Here's a first look at the Polsten's devastating power against a BF-109.
A few days ago the 2024 road map was released with information about the 3 main projects and goals. The efforts of WWII Online to continue to improve...
WWII Online as a full release on Steam. Also we have several videos and posters as a blast from the past to the current rendition of WWII Online, our...
For MAC users only, this is the latest public full install.
For PC users only, this is the latest public full install.
The 1.29.3 patch for World War II Online: Battleground Europe for the Mac OS X.
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Hi, Can i run it??
Amd e—300
2 Ram
520 Video Ram
Windows 10
32 Bits.
Thanks
Nearly everyone I have played with any know that loves games have always said if they were to update these graphics to modern day graphics or something similar they we would play this in a heart beat :( but sadly its a relic highly playable but just ugly to look at real shame :(
p.s the game is incredible and such scale is what should the norm in games today but sadly its not
The game play is what has kept us around all this time =). Pretty graphics come and go, but great games stand the test of time. S!
Can I ask. Is there a drivable tank ingame?
Sure there are several for all sides.
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Yes
I don't know, I tried to get into it but I just couldn't find it fun. You can have 300,000 square kilometers of land to battle over, but what's the point if there's barely anything on it? There aren't enough players to make it immersive either. Every battle I took part in had at most 10 players total, and maybe some fighter planes battling above.
The real feeling of scale
they should put AI infantrry squads in the towns to make the game feel more alive