America's Army 3 Released - briefly
(hx) 01:10 AM CEST - Jun,18 2009
- Post a comment / read (1) Tbe official America's Army 3 website announces the release of the Unreal Engine 3-powered soldier sim, exclusively through Steam:
The America's Army 3 game offers a number of new features including:
New Scoring System - In this new Army values-based scoring system, a player's "Honor" score
is a combination of his/her scores from subcategories that represent the seven
core Army Values: Loyalty, Duty, Respect, Selfless-Service, Honor, Integrity, and
Personal Courage. The values are matched with certain game behaviors, and demonstrating
these values contributes to successful gameplay and accomplishments. For example,
personal courage can be demonstrated by accomplishing the mission objectives even
if the player is the last teammate to remain in the game. Selfless service is demonstrated
by aiding an injured Soldier even though it may put the player in harm's way. Other
players will be able to select teammates based on their Soldier profiles, which
reflect how players have progressed in the game as well as their player roles/gameplay
style preferences.
Detailed Statistics - AA3's extremely detailed statistics give players immediate
feedback at the end of rounds and matches in online play, in addition to summarizing
player behaviors. Players can accrue a number of stats including marksmanship accuracy;
time played; time played by class role; total score; rounds won, lost, and survived;
objectives captured, and teammates treated as a combat lifesaver. Players can also
monitor where their hits are landing on other players, as well as where they are
taking hits. These statistics are used to drive a player achievement system through
which players can earn a variety of awards including coins, ribbons, and medals.
Character Movements - In addition to basic movements such as running, sprinting,
and crouching, the game supports tactical and combat movement types. A tactical
movement is a more methodical, slower movement that reduces the noise associated
with the player's motion. The combat movement is louder but faster. Combat movements
include the combat roll, a full roll either to the left or to the right in the
prone position, the combat slide in which players can slide into a crouch position
from a sprint, and the combat dive in which players dive face first into a prone
position. These movements enable players to evade the enemy or better position
themselves to incapacitate the enemy. When moving throughout the maps, players
can vault (place a foot on the object and leap or climb over it) as well as mantle
(place a hand down to get over larger objects than the vault would support).
Player Damage Model - The player damage system has a high level of detail that
tracks a number of the player's health metrics and divides the player's body into
distinct areas that can each be damaged separately. The type and location of a
player's injury will affect the player's abilities. For example, injuries in the
lower body, such as the legs, will slow the player down, while injuries in the
upper body, such as the torso and arms, will hinder accuracy but not movement speed.
When players are affected by injuries they can be revived in some cases by their
teammates. All players will have Combat Life Saving (CLS) training as part of Basic
Combat Training so they can assist and stabilize an injured or incapacitated teammate.
However, players must make the right decisions about medical treatment in order
to heal, and not hurt, the injured player.
Mission Planning - Squad and Fire Team leaders now have strategic choices to
make before a mission. The Squad Leader will assign the fire teams to an objective,
and the Fire Team leaders will in turn determine where on the map their fire team
will spawn. The individual Soldiers will make decisions about whether they carry
heavy, medium, or light ammunition loads. The flexibility of mission preplanning
gives players a variety of customization options and greater replayability.
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