WARBIRDS.IO Dev Log

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The land war: a third theater

The air game got a sea. Now the sea game gets a shore. The land theater is Warbirds' third game mode — armored combat on a rolling steppe, played the way Gunner, HEAT, PC! plays: every round strikes a specific plate at a specific angle, and either bites, bounces, or goes through and through.

Two blocky main battle tanks duelling across a fold of open steppe, a sabot tracer streaking between them
Two Paladins across a fold of the steppe — hull-down gunnery is the heart of the theater.

A map built for tank country

Like the ocean, the steppe is its own deterministic heightfield, built bit-identically on the server and in your browser from just the seed. The design brief was simple: drivable almost everywhere, readable cover everywhere else. A gently rolling grassland gives the long sightlines gun duels need, with just enough micro-terrain to hide a hull behind a fold. Steep-flanked hill masses wall off parts of the map and squeeze movement into passes. Valley floors pool into lakes. Forest blocks are impenetrable — to hulls and to sightlines — so a treeline is both a wall and a curtain. And five towns sit on flattened plateaus, their deterministic street grids shared with the server's collision, so the wall you're hiding behind is exactly the wall the shell hits. Three of the towns carry the domination zones: hold them and the score ticks, so every round funnels into street fights.

Four vehicles, four jobs

A gun truck at a treeline firing its recoilless rifle at a burning tank on the open steppe
The Jackal working its treeline. Shoot, scoot, repeat.

Armor that argues back

The damage model is the whole point of the theater. A land round resolves against the facet it actually strikes — front, side, rear, turret, or roof for plunging fire — thickened by obliquity into the line-of-sight thickness the round must defeat. From there:

Autocannon and aircraft-gun fire resolves through the same model with per-caliber penetration — which is why strafing shreds a Jackal and sparks off a Paladin's roof, and why the Warden's 25 mm worries everything but a tank's face.

A knocked-out vehicle burning under a storm sky as its ammunition cooks off
The rack goes up. Every gunner's jackpot, every driver's nightmare.

The crew's kit

The consumable loop mirrors the naval theater's — same keys, land meanings. R starts a field repair that puts the modules back together and the fire out. C pops smoke launchers. G redlines the engine. And T calls an artillery fire mission on the point under your gunsight: a few seconds later an off-map battery walks a dozen rounds around it — the great equalizer against a hull-down tank you can't pen, and the reason nobody parks.

Concealment works like the sea's: you're hidden until an enemy inside your spotting range has a clear sightline, and terrain, canopy, town walls and smoke all break one. Firing blooms you. The gunsights are per-vehicle (Z): the Paladin's fine day sight, the Warden's amber missile optic, the Whirlwind's flak reflector, the Jackal's plain iron ring — every one auto-ranged like the naval director, with the server adding superelevation so the round lands under your crosshair.

A wire-guided missile mid-flight between an IFV and a distant tank, motor glowing
On the wire: the Warden's missile chases the gunner's sight point, not the target.

Behind the seam

Like naval, the land war is its own server instance behind the theater seam: -land swaps the served config to the steppe map and the armored roster, all the mode's logic lives in its own file, and the air and naval games are byte-for-byte untouched — the golden tests prove it. The AI fights by your rules: platoons form on the heaviest hull, halt to shoot, only fire on spotted targets, call their own artillery, and run for cover when they're burning.