plaintiff1

Arma/OFP Fan


Group: CWR
Posts: 3754
Joined: May 2005 |
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Posted: Nov. 11 2008,00:56 |
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| Quote (zinc @ Oct. 08 2008,15:26) | I noticed that the tank blowing up on the runway in the video went through the same sorta animations it did in ArmA.
Got hit, turret drops, texture change to scorched, explodes. What?
When a tank gets hit, the developers could easily hide all the stages of destruction which we don't need to see with an initial explosion plus smoke and dust.
It's still unconvincing and quite unrealistic, I hope details like that will be fixed before release, including the blast area from a tank exploding, vehicle destruction was one issue I had with ArmA. |
I think it should burn a while before it gets scorched.
edit:
I have attempted to clarify the language in the above translated interview. There were a few very ambiguous sentences that I was forced to take an uncomfortable amount of license with, and those are marked with (???). Also, I omitted a few words completely (such as rum), because I couldn't sort out any satisfactory context for those words. I assumed those were part of some idiomatic thing that I was not party to. If those who know the original interview in the original language spot errors, please feel free to correct this text.
| Quote | Game Star spoke with the ArmA-2-developers about the new micro-AI, dynamic missions, and the helpful-Armed Assault community.
Game Star: What awaits us in the campaign?
Ivan Buchta: The campaign of ArmA 2 consists of a short introduction and six major scenarios. It is much more complex and extensive than the missions of Operation Flashpoint, and more open ended.
While in the missions of the predecessor for example, you had only a few opponents to defeat and a village to occupy to end a scenario in ArmA. Now in ArmA 2, the village may be a good starting position for the next major attack, or perhaps you can find lots of important information on enemy movements within it.
Game Star: How will the game mechanics change over the course of the game?
Marek Spanel: The player begins as a simple soldier, but there are always new toys on hand for him. Eventually, he is no longer just one of many, but one who determines the fate of an entire nation at the strategic level.
Game Star: Can you give us some details about the individual missions?
Ivan Buchta: They are typical to military tasks. For instance the player may need to destroy a camp of the rebels find and arrest the leaders. In another the player may need to gather intelligence, perhaps by interrogating people.
Additionally, there are secondary tasks that may change locations every time you restart a mission: an attack on the enemy position, a rescue of crashed pilots, or an escort of a convoy. The secondary tasks are optional, but when they met, for example, you get access to the UAV surveillance drones.
Game Star: How important is cooperation with the Razor team for the player?
Ivan Buchta: Up to a certain point you can play the campaign alone, but at some point you'll need the team (???).
Marek Spanel: The team is the key to success in ArmA 2. The player can take direct control of the individual characters, or give them commands. The whole campaign is available in coop mode (???).
Game Star: How do the characters interact with each other? Do we really get to know the Razor Team?
Ivan Buchta: In ArmA 2, you can speak to almost every character, even your own team members. Each of the Razors have very different personalities, and we want to take every opportunity, to bring the characters to life. For instance, When Sykes, the sniper, spots opponents, he remains very calm and controlled. Sgt. Rodriguez roars loudly, on the other hand, and abuses his friends.
Game Star: The troops are micro-AI-controlled. What exactly is micro-AI?
Ivan Buchta: It determines the realistic reactions of soldiers, whether they go for cover, use smoke grenades, attack on the flanks, retreat or attack as a group.
Ondrej Spanel: The micro-AI coordinates the group behaviour. Each soldier will find matching attack positions that always make sense with his squad members' positions. One will provide covering fire while another changes position. They will also works in cooperation with the player.
Game Star: How will you make ArmA 2 more attractive to a broader audience?
Ondrej Spanel: The story in ArmA 2 is very important- moreso than it was in ArmA. It is more exciting and easier to understand also.
Ivan Buchta: For beginners, there is also a boot camp and other support such as auto-aiming. In addition, all of the game elements will be presented and explained to the player directly in the course of the campaign. It will not play as an ordinary fps (???).
The objectives (checks???) should be straightforward and intuitive, and the player will get more opportunities for tactical error (???). We have also revised the helicopter controls. There has been no fundamental change, but the flight model is more realistic and more predictable. Moreover, there is a custom configurations for game-pad controllers.
For exercise purposes, we have the Armoury, a terrain on which the player can try all the vehicles and weapons in peace.
Game Star: What can Armed Assault community expect of you?
Marek Spanel: We always have our community in mind, and strongly support both Operation Flashpoint and Armed Assault. These games have become veritable meadows for game modders. With ArmA 2, we continue this tradition. Many of the tools and programs from Armed Assault will work for our next game.
Ondrej Spanel: We make everything available to create vehicles or missions and to integrate new elements into the game. We also have our wiki, where we have as much information and explanation as possible, from us and from the community.
Ivan Buchta: We have received many suggestions from the community to work on ArmA 2. Some people have even worked directly on the game (???).
GameStar: What are you busy with now?
Marek Spanel: We have the game almost together. The game will be played, assessed and improved. Changes made to one area may require changes in other areas to accommodate it (???). Chasing those down is precisely what we are doing right now.
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Edited by plaintiff1 on Nov. 11 2008,11:58
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