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Alt 21.09.2008, 10:05   #307 (permalink)
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1.How will ballistics be reproduced in-game?

The ballistic performance of both weapons and projectile types is painstakingly reproduced, this includes penetration of different materials, the detonation / effects of individual warhead types, gravity effects on projectiles, projectile velocities and ricochet system to name just a few.


2. How many armor hitpoints are on each vehicle? (Treads, turrent damage etc)

We don’t use a points based system, this is not realistic. Instead we use armour vs. penetration system. Armour has an effectiveness rating, projectiles and warheads also have a penetration rating, we use these figures alongside some rather complex mathematics to calculate the effectiveness of a projectile in damaging or penetrating a particular armour type and location. So for example 7.62mm has no effect of the hull armour of the Type 99 tank. Firing a large number of these rounds at a tank will not ‘chip’ away at some invisible armour total till the armour is destroyed, it has no effect. Alternatively a HEAT round from an M1A1 could defeat the armour achieve penetration and destroy the vehicle out right.


4. We know the game will be good for modders, but specifically, will versatile scripting language (or equivalent in ability to configure) be included?

Yes. Via the mission editor tool modders will be able to access the scripting component of the game. The scripting is very flexible and will allow the creation of custom content, game modes and much more depending on the modders skill and of course imagination!

5. What about the Weapons handling? (jamming, overheating ect)

Weapons have a number of simulated aspects, these include round velocity, ballistic performance and the effects of sustained fire on accuracy. Weapons also have a chance to Jam based on usage and sustained fire rate. We looked at over heating as a separate aspect but in fact this event is one of the contributors to blockages and jamming, so it is rolled into that system.


6. What about the Ai? Will theye be smart and act like a soldier?(Supression fire, flank enemys ect)

Well we have spoken about the AI a number of times over the last few months, but I think your question is specifically about individual soldiers as opposed to fire teams. In which case I’ll go into a little more detail about these guys. The individual soldiers are able to find and use cover, seek out targets, suppress or eliminate them. They can also be suppressed, lose and gain morale including falling back if need be. As a whole the agents are very much like soldiers, capable of making their own localised tactical decisions and operate within the larger context of their unit, working with other soldiers to perform actions such as covering fire, mutual bounding moves for assaults etc, render medical assistance, work together in vehicles and much more.

7. Can you play as a soldier under the command of an officer, or only as a squad leader?

Absolutely, in fact you begin the game under the command of an AI officer. We felt it was important to allow players, especially those new to the world of Operation Flashpoint 2, to see how troops are commanded and how tactics are used. Later in the game the player is placed in command of infantry units and vehicle crews, hopefully using their experience early in the game to become an effective combat leader.


8. Will there be an 3rd person View or is it only First Person?

The game is predominately first person, particularly when playing as infantry. As it currently stands all vehicles must also be used from first person as well, however we are listening to the community and feedback from play testing and we may consider 3rd person external views to vehicle drives and pilots if it becomes a feature everyone wants.

iB::Topic::Operation Flashpoint 2 officially announced