How ya doin’ pilots. Coming off of a burst of speed from our recent Gamescom appearance, we’ve kept that momentum going that will, as far as we can see, lead us right into release. (It’s sooner than you think we promise).
But we still have a little time, so we think it’s time for a little update just to let you know where we’re at, and to show off some cool things we’re finishing up behind the scenes.
AoA Module
AOA, otherwise known as Angle of Attack, is what we’re using as the offhand term for an AOA delimiter. What this means is perhaps more readily explained by example: [url=https://v.kickstarter.com/1605152897_194a64a9523229de33c94206d351010d9492be52/assets/031/351/029/2c88db82723fa02fcd910404019d2872_h264_high.mp4]Here's a video link![/url]Paint Jobs
On a more noticeable content creation side, the paint jobs of our aircraft are all mostly squared away minus last minute applications and touches. Camo, tail-codes, the whole nine yards.
No promises for a speedy release, however there is a pipeline being developed where users can implement their own paint jobs, so that is something in the future we can look forward to, post-launch.
Modifiers
Project Wingman has four difficulties at launch, ranging from casual play to a truly hardcore, perhaps a little unfair, experience. Furthermore, these difficulties can be changed up by way of the game’s modifier system. Inspired by the skulls in Halo, these will change certain dimensions and aspects of play, ranging from damage scaling to HUD hijinks, all awarding a higher mission score if you’re one to chase after them.
My personal favorite is the gun only modifier, combined with a 2.5x damage increase globally…
Now Project Wingman isn’t intended to be played with them regularly, however, if you want to turn them all on and do a run of the Campaign with them on Mercenary mode, we’d certainly enjoy seeing you try.
