|
#1
|
|||
|
|||
|
|
|||
|
>Info from Official site< http://www.americasarmy.com/community/sitrep_071106.php
It's like your in a REAL war, not just fighting unorganized terrorists. To date, America's Army has been singularly focused upon objective-based, multiplayer gameplay in missions set against a balanced human enemy. With Overmatch, we'll debut two new missions that will pit Rangers and Special Forces against an overwhelming force of Enemy AI Soldiers and Vehicles. Rather than presenting players with the one-to-one odds, as is customary in our current missions, these two new levels represent asymmetric conflict; wherein the enemy outnumbers the U.S. forces by upwards of three-, four- and even five-to-one! The new AI enemy represents a more organized military force than the insurgency/terrorist antagonists of our multiplayer missions. Here's a quick description of this AI and how it differs from the kind of AI you'll see in other games: 4 AI Soldier classes: Infantry, Sergeants (NCOs), Officers and Commandos - each can be distinguished by their voices, headgear and weaponry. 3 AI Vehicles: T-62 Tank, BMP-1 Infanry Fighting Vehicle and BTR-80 Armored Personnel Carrier - each with different movement, armor and weaponry. 9 Mental States: Each AI possesses a morale level ranging from Brave to Normal to Concerned to Suppressed to Panicked. 9 Types of Orders: AI are assigned to follow specific Primary Orders (Patrol, Guard, Ambush) and will shift to Secondary Orders when engaged (Hunt, Defend, Harass). 150 new Opfor-ese phrases: AI will use contextual speech based on their mental state and the interrupts that compel their reactions; players will be able to recognize whether an AI is panicked versus attacking, for example. 12 different Interrupts: AI will react to a variety of specific combat events (such as: see grenade, bullet whip, take injury). 25 Combat Actions: AI will be individually directed to perform a wide variety of specific actions (such as: Cower, Suppress, Fire Blind, Advance). AI is subject to CEM: it is vital our AI be subject to the same battlefield conditions as human players, so CEM will impact AI's accuracy too! We recognized the need for an AI that is unpredictable and gameplay that warrants replay. Therefore we could not employ the usual trappings of magically spawning enemies, triggered sequences or scripted events. All of our AI is dynamic and emergent and will react to players based on situation and circumstance. The first time you see a Commando sneaking up on an unwitting player you'll be convinced this is something different. Just a few examples of the various things you can expect: AI can spawn in random locations, can be suppressed, will react to overwhelming fire, will react aggressively to grenades, can engage with a variety of weapons (AK-47, AK74su, VSS, Smoke/frag grenades, RPG and RPK) against U.S. vehicles/soldiers, set random ambushes, call for mortar support and request reinforcements via BTR-80. So get ready for 9-player Cooperative missions against a tough, entrenched and variable AI enemy. Fortunately, we’re giving players a few new tools to apply in these missions. More updates coming soon!!
__________________
http://i23.photobucket.com/albums/b3...2/waffler3.png "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -Kristian Wilson, Nintendo, Inc, 1989 http://www.factorizer.co.uk/Waffler,...f,2,000000.png |
|||
|
#2
|
|||
|
|||
|
|
|||
|
put a link from the source thx
__________________
http://img93.imageshack.us/img93/1262/snuggles2wv2.gif </div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (CyPhEr @ Jun 20 2006, 12:38 AM)</td></tr><tr><td id='QUOTE'> Gnome got hit by a bus. GG Gnome </td></tr></table><div class='signature'> </div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (crony @ Jun 22 2006, 02:07 PM)</td></tr><tr><td id='QUOTE'> you were gone 5 days and felt you needed to make a thread announcing your return? like anyone cares? </td></tr></table><div class='signature'> </div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (HoLy_GnOM3 @ Sep 16 2006, 07:39 PM)</td></tr><tr><td id='QUOTE'> time for me to get a life and work on school </td></tr></table><div class='signature'> Jerk owned SS 2005-2006 |
|||
|
#3
|
|||
|
|||
|
|
|||
|
Nice Find Waffler.
Interesting stuff here. I am really looking forward to the release. |
|||
|
#4
|
|||
|
|||
|
|
|||
|
Yeah, I'm just teasing you with these :lol:
__________________
http://i23.photobucket.com/albums/b3...2/waffler3.png "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -Kristian Wilson, Nintendo, Inc, 1989 http://www.factorizer.co.uk/Waffler,...f,2,000000.png |
|||
|
#5
|
|||
|
|||
|
|
|||
|
lol yer, i cant wait man :P
|
|||
![]() |
| Thread Tools | |
| Display Modes | |
|
|