Here is what I think we need from a company, the same old format has gotten boring and too many bugs that are looped around and not actually fixed.
PROJECT: HISTORICAL COMBAT
Working concept — Tanks & Aircraft, WWI through Vietnam
“History. Armor. Air Power. Your Battle.”
The fundamental idea is a historically grounded multiplayer combat game featuring player-controlled tanks and aircraft only, covering the evolution of armored warfare and military aviation from World War I through the Vietnam era.
The game prioritizes historical accuracy, fair matchmaking, accessible hardware requirements, and enjoyable battles over cutting-edge graphics.
1. CORE DESIGN PHILOSOPHY
The game is built around eight principles.
1. Historical
Vehicles, weapons, ammunition, aircraft and battlefields should be based on historical equipment.
2. Fair
Matchmaking should prevent one team from becoming overwhelmingly stronger simply because players leave.
3. Accessible
The game should run on modest hardware.
4. Skill-based
Player knowledge and ability should matter more than artificial crew statistics.
5. Combined Arms
Tanks and aircraft work together.
6. No Infantry
The game is strictly:
Tanks + aircraft.
7. No forced grind
Progression should not require enormous amounts of repetitive gameplay.
8. Battle-focused
The objective is to fight a battle—not simply capture three circles and spawn-camp the other team.
2. TIME PERIOD
The game covers approximately:
1914–1975
Broken into six major eras.
ERA I — WORLD WAR I
1914–1918
ERA II — INTERWAR
1919–1938
ERA III — WORLD WAR II
1939–1945
ERA IV — KOREAN WAR / EARLY JET AGE
1946–1953
ERA V — EARLY COLD WAR
1954–1960s
ERA VI — VIETNAM
1960s–1975
The eras remain separate for normal matchmaking.
3. NATIONS
The initial nations could be:
🇺🇸 United States
WWI → Vietnam
🇩🇪 Germany
WWI → WWII
🇬🇧 United Kingdom
WWI → Vietnam
🇫🇷 France
WWI → WWII
🇷🇺 Soviet Union / USSR
WWI → Vietnam
🇯🇵 Japan
WWII
🇮🇹 Italy
WWI → WWII
🇨🇳 China
WWII → Korea
🇨🇦 Canada
WWI → WWII
🇦🇺 Australia
WWI → Vietnam
Additional nations could be added later.
4. VEHICLE CLASSES
Ground
Light Tanks
Fast reconnaissance vehicles.
Medium Tanks
General-purpose armored vehicles.
Heavy Tanks
Heavy armor and firepower.
Tank Destroyers
Anti-armor specialists.
Assault Guns
Direct-fire support vehicles.
Self-Propelled Anti-Aircraft
Dedicated anti-aircraft vehicles.
Armored Cars
Fast reconnaissance/combat vehicles.
5. AIRCRAFT CLASSES
Fighters
Air superiority.
Interceptors
Designed to destroy enemy aircraft.
Ground Attack
Anti-tank and close-support aircraft.
Dive Bombers
Precision attacks.
Level Bombers
Large-area bombing.
Naval Aircraft
Where historically appropriate.
Reconnaissance
Spotting and battlefield intelligence.
Helicopters
Introduced during the appropriate post-WWII period.
6. GAMEPLAY
A normal battle might look like this:
PRE-BATTLE
Players select:
Nation
↓
Era
↓
Battle
↓
Vehicle lineup
↓
Spawn
7. VEHICLE LINEUP
Rather than forcing players to unlock a huge ladder, players assemble a historically appropriate lineup.
Example:
US — Normandy 1944
Primary
M4 Sherman
Secondary
M4A1 Sherman
Tank Destroyer
M10
Fast vehicle
M18 Hellcat
Heavy
M26 where historically appropriate
Aircraft
P-47
Fighter
P-51
The battle determines which vehicles are actually available.
8. HISTORICAL BATTLE SYSTEM
This is the centerpiece.
Instead of generic maps only, the game contains Historical Operations.
Examples:
WWI
WWII
- Poland
- France
- North Africa
- Kursk
- Normandy
- Ardennes
- Berlin
- Pacific
Korea
- Pusan
- Chosin Reservoir
- Seoul
Vietnam
- Ia Drang
- Khe Sanh
- Hue
- Tet-era operations
The exact scenarios would be researched carefully so that vehicle availability matches the historical period represented.
9. BATTLE OBJECTIVES
Not every battle is:
Capture A, B and C.
Instead:
Breakthrough
Attackers must penetrate defensive lines.
Defense
Defenders must hold positions for a specific period.
Encirclement
One team attempts to surround the other.
Territory
Control key areas.
Convoy/Logistics
Protect or destroy AI-controlled supply vehicles.
Air Superiority
Control the skies while ground forces fight.
Assault
Attack heavily defended positions.
Retreat
One side must withdraw while delaying the enemy.
This gives historical battles different personalities.
10. MATCHMAKING
This is where we directly address your biggest complaint about War Thunder.
The system does not only consider vehicle rating.
It considers:
- Era
- Nation
- Vehicle capability
- Player count
- Vehicle class
- Available aircraft
- Team strength
- Remaining reinforcements
- Active players
11. NO TRADITIONAL BR
Instead:
Historical Match Group
Example:
WWII Late War — 1944–45
The system selects appropriate vehicles from that period.
Specific historical operations can be even more restrictive.
This prevents absurd historical combinations.
12. TEAM BALANCING
The matchmaker attempts to distribute:
- Heavy tanks
- Tank destroyers
- Medium tanks
- Light tanks
- Aircraft
- Experienced players
- Squads
reasonably between teams.
Not perfectly.
Reasonably.
13. DYNAMIC PLAYER REPLACEMENT
This is one of the most important systems.
Suppose:
16 vs 16
Five players leave.
Now:
11 vs 16
The game opens:
REINFORCEMENT SLOT
Players waiting for a battle can join.
The goal is:
11 → 12 → 13 → 14 → 15 → 16
when possible.
14. DYNAMIC SPAWN SYSTEM
Each team has:
Main Spawn
Normal starting position.
Secondary Spawn
Fallback position.
Emergency Spawn
Activated if the enemy pushes too far.
This means:
Enemy reaches main spawn
doesn’t automatically mean:
Game over.
15. SPAWN OVERRUN PROTECTION
The game continuously monitors spawn areas.
If enemy vehicles enter the protected area:
- Enemy positions become visible.
- Their movement is monitored.
- Spawn locations can relocate.
- Excessive enemy presence triggers an emergency fallback.
The purpose is not to prevent a winning team from advancing.
It’s to prevent:
“Everyone is trapped in spawn and can’t play.”
16. BATTLE MOMENTUM SYSTEM
The game tracks:
Team Strength
Based on:
- Active players
- Vehicles remaining
- Vehicle types
- Objectives
- Aircraft
- Spawn availability
If one side begins collapsing dramatically, the game can activate fallback mechanics.
This isn’t rubber-banding.
It is battlefield stabilization.
17. AIR POWER
Aircraft should be powerful but not overwhelming.
Ground players earn aircraft availability through battlefield participation.
For example:
Destroy enemy tank:
+ points
Assist:
+ points
Capture objective:
+ points
Defend objective:
+ points
Then aircraft cost:
Fighter — low
Ground attack — medium
Bomber — high
Heavy bomber — very high
This discourages immediate CAS spam.
18. AIRCRAFT LIMITS
A team shouldn’t normally have:
8 aircraft
versus:
1 aircraft
unless the historical scenario intentionally creates that imbalance.
The game monitors air participation.
19. DAMAGE MODEL
No traditional health bars.
Damage is calculated from:
- Armor thickness
- Armor angle
- Projectile type
- Projectile velocity
- Impact angle
- Penetration
- Spalling
- Internal components
Possible results:
Ricochet
Penetration
Partial penetration
Spalling
Crew injury
Engine damage
Transmission damage
Gun damage
Turret damage
Ammunition fire
Vehicle destruction
20. CREW
Crew members exist for realism.
Examples:
- Commander
- Gunner
- Loader
- Driver
- Radio operator
But there is no massive RPG grind.
A player’s effectiveness should primarily come from:
their skill
rather than:
Level 150 crew vs Level 12 crew.
21. AMMUNITION
Ammunition is historically appropriate.
Players select their loadout before battle.
Different ammunition types have different characteristics.
The game should explain:
What it is
When it was introduced
What it was designed for
This makes the game educational as well as entertaining.
22. PHYSICS
Vehicles should have meaningful physics.
Tanks
- Weight
- Engine power
- Track width
- Ground pressure
- Suspension
- Terrain
- Mud
- Hills
- Turning characteristics
Aircraft
- Weight
- Engine power
- Drag
- Lift
- Fuel
- Damage
- Control surfaces
- Altitude
The physics don’t need to be perfect simulations of reality, but they should be credible and historically grounded.
23. MAP DESIGN
Maps should be designed around actual military problems.
Not just:
Three capture circles.
Maps contain:
- Multiple routes
- Chokepoints
- Defensive positions
- Hills
- Villages
- Bridges
- Forest
- Open terrain
- Roads
- Rivers
- Natural cover
- Alternate approaches
And importantly:
Multiple spawn locations.
24. MAP SIZE
I’d target maps that support:
16v16
initially.
Then eventually:
24v24
and potentially:
32v32
if server performance allows.
Don’t start with massive player counts.
Make 16v16 excellent first.
25. GRAPHICS
The game deliberately avoids requiring high-end hardware.
Low
Older PCs.
Medium
Mainstream PCs.
High
Modern PCs.
Ultra
Optional.
The visual quality comes from:
- Good lighting
- Good textures
- Good models
- Good sound
- Good animation
rather than enormous hardware requirements.
26. PERFORMANCE TARGET
A development target could be:
Minimum
720p / ~30 FPS
Recommended
1080p / 60 FPS
High-end
1440p / 60–120 FPS
These are targets, not final specifications.
Optimization would be part of development from day one.
27. SOUND
This deserves serious attention.
A tank game can feel incredible with good sound.
Every vehicle gets historically appropriate:
- Engine sound
- Transmission
- Tracks
- Gun
- Reload
- Ricochet
- Armor impact
- Explosion
Aircraft receive:
- Engine
- Guns
- Bombs
- Rockets
- Structural damage
- Wind
- Cockpit sounds
28. COCKPIT MODE
Aircraft can have:
Third Person
Virtual cockpit
Full cockpit
Historical aircraft should have recognizable cockpit layouts.
29. TANK VIEW
Players get:
Third Person
Gunner sight
Driver view
Commander view
Binoculars
depending on the vehicle.
30. PROGRESSION
I’d avoid the traditional:
Grind 200,000 RP → unlock tank → grind another 400,000 → unlock next tank.
Instead:
Campaign progression
Complete historical battles.
Unlock:
- Vehicles
- Variants
- Camouflage
- Historical markings
- Ammunition
- Aircraft
Players can progress without feeling forced to buy premium content.
31. MONETIZATION
The developer still needs revenue.
I’d use:
Base game
Free or relatively inexpensive.
Premium
Optional.
Premium could provide:
- Faster progression
- Cosmetic customization
- Historical campaigns
- Extra slots
- Premium account benefits
But:
No pay-to-win vehicles.
A paid vehicle shouldn’t simply outperform everything around it.
32. CUSTOMIZATION
Players can customize:
- Historical camouflage
- Unit markings
- Numbers
- Kill markings
- National markings
- Weathering
But historical battles can enforce:
Historical Appearance Mode
so a 1944 battle doesn’t become covered in neon anime tanks.
33. AI
AI isn’t just for target practice.
AI can control:
- Artillery
- Support aircraft
- Supply vehicles
- Recon aircraft
- Defensive positions
- Background battlefield activity
This can make a 16v16 battle feel much larger.
34. GAME MODES
Historical Battles
Strict historical rules.
Era Battles
Broader vehicle selection.
Operations
Longer multi-stage battles.
Campaigns
Connected historical battles.
Custom Battles
Players create their own scenarios.
Training
Test vehicles.
Cooperative
Players fight AI.
35. CAMPAIGN MODE
Imagine:
US CAMPAIGN
1942 — North Africa
↓
1943 — Sicily
↓
1943 — Italy
↓
1944 — Normandy
↓
1944 — France
↓
1944 — Ardennes
↓
1945 — Germany
You aren’t just unlocking vehicles.
You’re following history.
36. HISTORICAL DATABASE
Every vehicle has a page.
For example:
M4 Sherman
Country: United States
Introduced: 1942
Crew: 5
Main gun: 75 mm
Engine: Various
Production: Historical figure
Combat history: Historical summary
Players can learn about what they’re driving.
37. DEVELOPMENT PLAN
This is where we make the project realistic.
Phase 1 — Prototype
One map
Two tanks
One aircraft
Basic multiplayer
Goal:
Is the combat fun?
Phase 2 — WWII Prototype
Add:
- US
- Germany
- 10–15 vehicles
- 3 maps
- aircraft
- damage model
Phase 3 — Multiplayer
Build:
- matchmaking
- servers
- dynamic spawns
- player replacement
- team balancing
Phase 4 — Historical Operations
Build:
- Normandy
- Kursk
- North Africa
Phase 5 — Public Alpha
Let players test it.
Collect:
- crash reports
- matchmaking data
- performance data
- player feedback
Phase 6 — Early Access
Expand:
WWI → WWII
Phase 7
Add:
Korea
Phase 8
Add:
Vietnam
38. TECHNOLOGY
For a modern development project, I’d investigate:
Unreal Engine
for:
- multiplayer
- physics
- graphics scalability
- vehicle systems
- development tools
But the engine should be configured around performance first, not graphical spectacle.
39. TEAM
A serious commercial version eventually needs people in areas such as:
Programming
- Gameplay
- Networking
- Physics
- AI
- Backend
Art
- Vehicle modeling
- Aircraft modeling
- Environment
- Animation
- UI
Design
- Gameplay
- Historical research
- Maps
- Balance
Audio
- Engines
- Weapons
- Environment
- Music
QA
- Multiplayer testing
- Vehicle testing
- Performance
Infrastructure
- Servers
- Matchmaking
- Security
- Anti-cheat
You wouldn’t need all of these people on day one.
40. THE FIRST PLAYABLE VERSION
I would not start with WWI.
I’d actually start with:
1944 WWII
United States vs Germany
Why?
Because it gives you:
- Mature tank technology
- Lots of historically documented vehicles
- Propeller aircraft
- Tank destroyers
- Medium/heavy tanks
- Good variety
- Well-known battles
First vehicles
USA
M4 Sherman
M10
M18
M4A3
P-47
Germany
Panzer IV
StuG III
Panther
Tiger I
Fw 190
Then:
One Normandy map.
16v16.
If that is fun, you’ve proven the core concept.
41. THE FIRST MAJOR TEST
I’d want the first test to answer five questions:
1.
Are the tanks fun to drive?
2.
Does armor/damage feel believable?
3.
Are aircraft useful without dominating?
4.
Can a losing team recover?
5.
Can a player with an older PC get a good experience?
If the answer to those five questions is yes, then you have something worth expanding.
42. THE GAME’S IDENTITY
And this is the part I think is most important.
Don’t advertise it as:
“The War Thunder killer.”
Build its own identity.
Something like:
IRON FRONT
History in Motion
Tanks. Aircraft. History.
Or:
STEEL & SKY
From the trenches to Vietnam.
Or:
BATTLEFRONT: 1914–1975
Armored warfare. Air power. History.
Those are just working names—we could develop the actual name separately.
43. THE THREE THINGS THAT MAKE IT DIFFERENT
If I were pitching this to a developer, I’d put these on the first page:
1. HISTORICAL
Fight battles using historically appropriate vehicles and aircraft.
2. FAIR
Dynamic matchmaking and reinforcement systems prevent a five-minute collapse from becoming an unwinnable spawn massacre.
3. ACCESSIBLE
The game is deliberately optimized so players don’t need an expensive gaming PC.
And I’d add a fourth:
4. RESPECT THE PLAYER
No artificial grind designed to make the player miserable.
No requirement to buy a premium tank to enjoy the game.
No deliberately frustrating progression.
No endless “play 100 hours to unlock the vehicle you actually wanted.”
The player should be thinking:
“I want to play another battle.”
—not—
“I guess I need to buy something.”