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#1 (permalink) |
![]() ![]() Join Date: Aug 2003
Location: Paterson, New Jersey
Age: 22
Posts: 2,150
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Aa Q&a
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RX-78-2 Gundam EFSF Protoype Close Combat Mobile Suit Armor: Luna Titanium Armament: 2x Beam Sabers, 2x 60mm Head vulcan guns 380mm Hyper bazooka, Beam Rifle, Beam Javelin, Hyper Hammer, Gundam Hammer, shield TG Natural Selection admin. Need anything PM me. 7th Infantry FTW!!!!! "Snob? Nah...I consider myself more of a PC Evangelist...converting the heathens to The Way." Prophaniti "Windows is like Pokemon you gotta catch'em all." kenshinsama1
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#4 (permalink) | |||
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Join Date: Jul 2005
Location: Scotland
Age: 20
Posts: 2,069
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Re: Aa Q&a
Quote:
Quote:
Quote:
I am very excited about this game!
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#5 (permalink) |
![]() Join Date: Sep 2005
Location: Wisconsin
Age: 17
Posts: 400
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Re: Aa Q&a
It'd be nice if they'd ballpark us some system requirements!
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The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving. ![]() I #83 of 213 things you cannot do in the army. 83. Must not start any SITREP (Situation Report) with "I recently had an experience I just had to write you about...." |
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#7 (permalink) | ||
![]() Join Date: May 2003
Location: Carolina
Posts: 499
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Re: Aa Q&a
This is great stuff. I'm sure we'll have plenty of MP/COOP mission variety once this baby's released:
Quote:
Ye gods, are we going to have another thousand mods to contend with, like in OFP? Quote:
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#9 (permalink) |
![]() ![]() Join Date: Aug 2003
Location: Paterson, New Jersey
Age: 22
Posts: 2,150
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Re: Aa Q&a
^^^^I woudln't go that far.
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RX-78-2 Gundam EFSF Protoype Close Combat Mobile Suit Armor: Luna Titanium Armament: 2x Beam Sabers, 2x 60mm Head vulcan guns 380mm Hyper bazooka, Beam Rifle, Beam Javelin, Hyper Hammer, Gundam Hammer, shield TG Natural Selection admin. Need anything PM me. 7th Infantry FTW!!!!! "Snob? Nah...I consider myself more of a PC Evangelist...converting the heathens to The Way." Prophaniti "Windows is like Pokemon you gotta catch'em all." kenshinsama1
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#11 (permalink) | |
![]() Join Date: May 2003
Location: Carolina
Posts: 499
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Re: Aa Q&a
They've already started
Here's the jist from the link above: Quote:
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#13 (permalink) |
![]() Join Date: Jul 2003
Posts: 1,436
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Re: Aa Q&a
That developer sounds like someone involved in the community and eager to make a niche game. Not too many developers come off like that for me in these interviews. I didn't hear him talk about any improvements or specific work done on enemy AI behavior, though. I don't have experience with OFP, but it strikes me as odd that neither AA or GRAW really talked much about improving enemy AI behavior.
What can you guys tell me about the OFP AI, and do you have any information about whether Bohemia has undertaken improvements? I recognize the difficulty in coding quality AI, which is why I'd be interested to know what developers understand the importance of enemy AI in a tactical sim and are working to improve it. |
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#14 (permalink) |
![]() Join Date: May 2003
Location: Carolina
Posts: 499
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Re: Aa Q&a
In my limited experience with OFP...the AI aren't to be trifled with. Probably the best I've seen...especially in such an old game.
First, they're particularly handy with their weapons. If you don't have cover, you're dead...period. Second, they're very good about running to cover and shooting from a prone position. I'm sure other, more experienced, OFP'ers would have more to say about this. If you play single player missions, you'll notice there's a definite scripting to routine patrols, but there seems to be some variance. For example, on one mission in OFP the rest of your squad gets ambushed by the Commies and wind up dead. You've got to E&E your way around all the baddies to get to a safe extraction point. In the thousand times I unsuccessfully played that mission, the bad guys were on the same patrol route. As soon as you react to them...such as taking a pot shot at a patrol of 5, then all bets are off. Everytime I played that mission, it was different. Quite amazing really. I understand why OFP has such a cult following. To those who are looking for a real combat "simulation" this is still the best game I've played. Ghost Recon is a great game, but lacks the scope and expansiveness of OFP. Hell, the developers of OFP (BHI) has even opened an Australian division that specifically makes a combat simulation for military units...I believe the USMC is a client. This simulation, or some form of it, is available for public consumption somewhere in the thousands of dollars, and I think it shares development with OFP, Armed Assault, or Game 2. If you search the OFP forums, I believe someone's posted a link about it. One downside to OFP though: I don't think you get much in the way of MOUT missions...working inside of buildings is very cumbersome and awkward in-game. Hopefully, that's something they'll improve upon form Armed Assault, at least to provide variance for those that like to script their own missions. H-Hour, weren't you one of our GR mission developers? I haven't played GR in a long time, so forgive me for the slight. |
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#15 (permalink) |
![]() Join Date: Jul 2003
Posts: 1,436
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Re: Aa Q&a
Houdini, yes I've done some GR mission scripting.
About your E&E mission story, do you have any idea how the randomization following engagement was created? Are the AI making random strategic decisions on-the-fly, or is the random response scripted into the mission? I've heard about the CTI game, which sounds very cool. How is the AI handled for that? Are their strategic decisions all scripted into the game, or do they react dynamically to the players' actions? In GR, there were absolutely no dynamic strategic decisions being made by the AI. This meant that you either had to script a single scenario that would react pretty much the same exact way on each run-through, or you had to do the work of scripting three missions and code it to select actions randomly from all these different responses. Even then, the result was not a dramatically different mission, just a mission in which you couldn't memorize AI locations. Also, what about tactical decisions? Will the AI walk out of doors or crest hills into obvious killing grounds, over and over, like in GR? |
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