[Nov 09, 2004, 01:13 am ET] - Share - Viewing Comments
- Battlefield 2
Eye's Forums' PE's Battlefield 2 Q&A catches up with Sean Decker to
discuss DICE's upcoming military shooter sequel: "The commander mode will
allow players to provide both information and support to their team-mates.
In conjunction with squads, you’ve got a powerful feature for communicating
with your team and affecting the action on the map. The commander can do the
following: provide intel on enemy positions, drop supplies for the team,
provide indirect fire-support and facilitate communication between squads.
In addition – the commander score is linked to the performance of his team –
giving the CO major incentive for the team to succeed. The incentive for the
team to follow the orders is that the commander will most likely be willing
to lend artillery and supply aid to those who listen. However, if the team
feels that the commander is not the best candidate, they can chose to boot
him from his position with a team-vote."
- City of Heroes
a City of Heroes Q&A on City of Heroes Warcry talks with Cryptic's Jack
"Statesman" Emmert about their superhero MMORPG: "What powers does every
Archetype crave? If you’re a Scrapper or Tanker, you really want a ranged
attack. A Defender and a Blaster want personal defense powers. A Controller
wants to dish out damage. Well, the Epic Power Pools allow each Archetype to
get the types of powers they always wanted."
- Dark Age of Camelot: Catacombs
Catacombs Q&A #1 on MM Hell talks with Mythic's Matt Firor about their
upcoming DAoC expansion: "Our goal is to provide a substantial graphics
upgrade for those users who have cards that can fully support the new models
- a DX 9 card. With this configuration, they should see as good a frame rate
as they do now in Camelot. However, if someone has an older card, they can
still see some of the new enhancements at little or no framerate cost.
Players always have the option of viewing the older models, however, should
they find that necessary."
- CT Special Forces: Fire For Effect
CT Special Forces:
Fire For Effect Q&A on Games-Fusion chats with Jerome Sicart and Brice
Davin of publisher Hip Interactive about CT Special Forces, Asobo's upcoming
military shooter: "Asobo has worked extensively on the enemy AI in order to
get results that are dependent on the tactics the players will adopt.
Getting the right balance between ensuring the game plays in a plausible way
and also that it offers a real challenge is the final goal for the team but
we are sure it will be nigh on perfect. The team has also spent time on
researching the way terrorists undertake tasks and missions but the end
result must always be perfect gameplay. We believe we have the perfect blend
of realism, together with real excitement."
Vault's Stranger Q&A Part 2 continues this conversation with
Fireglow Games about their upcoming RTS game with RPG elements: "We are
developing more interesting behaviour for the computer-controlled
characters. Here, we focus on a specific base behaviour, depending on which
group they belong to - a tribe, for example - and on the implementation of
complex strategies with large groups of characters, such as the defense of a
castle, the functionality of a spy network, the mining of resources or just
on an originally organized neutral settlement. Often, we have targeted a
live atmosphere rather than efficiency."
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||Re: New BattleField article..
||Nov 9, 2004, 15:17
|I thought that the flag cap system for BFV was a lot better than the one for bf42, it promoted teamwork and made it a little more realistic. Kind of silly how in bf42 one man can take over a whole airfield or some sort of base just as easily as a regular forward base. Either way what needs a lot of work is the damn netcode. Its just getting old when you shoot someone only so blood could come out and he doesnt get hurt, especially when the player being fired at is sitting still. Its also lame how the higher your ping is, the more you'll need to lead your shots.
This comment was edited on Nov 9, 15:18.
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