America's Army 2.7 Details - briefly
(hx) 12:55 AM CEST - Jul,13 2006
- Post a comment The America's Army website has been updated, offering
details on the
upcoming 2.7 release which is described as 'possibly our biggest - and most
ambitious - version yet!'. The update will include some long awaited additions
to the game including co-op play, playing against AI opponants and more. Here's
some info:
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 are human players, so CEM will impact AI's accuracy too!
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