![]() ![]() AI does not count towards reinforcements AI crew dies, human can still operate the tank. ![]() Tanks – CA and tank maps can be played with countdown. allowing server admins to pause campaign progress and/or set specific times in which the server would be open for battles to occur are still features still being considered. CP won’t affect loadouts of maps, but more the ability and risk/reward to make certain attacks “Combat Power” – based on results of previous battles teams will have to decide how much of their “resources” they want to risk to make an attack. Players will vote for the sector their team will attack. Single/Multiplayer – essentially the same campaign with slight differencesĬampaign Map – map will track and display campaign progress, possibly in loading screen and/or “selection” menu. ex: 64 slot server, 40 humans, 24 AI…….server admins will have the ability to adjust to their liking.Ĭustom Maps – mappers will have everything, including vehicles, at their disposal to create new maps….while a mapping contest isn’t yet planned, it would be “likely” to see similar contests from ROOST and KF. Sizes – all maps are designed for 64 players playable portions of the maps and number of slots per class will be scaled down depending on max players (defaults 64, 32, 16)….in between numbers (think 24 or 40 players) will scale up to the next default setting.ĪI – by default, maps be filled with AI to reach the set max players of the server. Tanks Only? – yes, one of the 10 stock maps currently in development will be focused completely on amour….so tanks only, and this time there’s enough tanks to go around! The map will be Combined Arms and include tanks. Time Consuming – to give an idea of how much work has been put into the tanks, it took about 3 months just to model the interior of the pIV….should a community modder/team wish to add say, the GREATEST TANK OF WWII, while possible, it will be quite an undertaking.įallen Fighters – that is the official name for the re-imagined version of RO-Fallen Heroes. Should the ability to exit be added, it would be fully animated thus requiring a lot of added work.thus still in limboĪrtillery – all tank commanders will be able to spot artillery coordinates but only the Platoon Tank Commander will have access to radio communication to request those strikes. “Bailing” – according to Alan, a possibility….according to John, current design is for no exiting your tank. A feature is being discussed that would give the player the ability to select individual team mates to be allowed to join their tank. “Locking” – tankers will be prompted to select if they wish to lock their tank before they spawn. It will not be required to complete in order to tank, although completion adds to your player progression. “Tutorial” – the previously mentioned training course is just that, training. Nothing has been decided for players swapping positions with other players Position “swap” – changing positions with any “warm body” AI will be instant, but should an AI crewman be killed, moving into that position will require fully animated movement. ![]() In both tanks the gunner/commander role will be combined as one crewable position. They have already been giving the tools, so it will not be delayed years like the old RO mods - also, if TWI decide in the end that its a good mod, it will stay that way - a free good mod - but, if the modders can make it a worthy expansion, it will be paid for and the modders will receive big royaltiesĮdit: I forgot to mention sounds - the sounds and guns for RO were incredible, and Im expecting that to be the same for HOS (its the old RO sounds in the alpha videos, placeholders) - they got that guy who composed for Mass Effect to do soundtrack tooĬrew – the t34 and the pIV can both have up to 3 human players manning the tank, while one AI bot will fill the role of loader. There have been cool conversion mods for the old RO, by some really talented people - some of those people are now hired to do the Rising Storm pacific expansion for RO:HOS. Sidenote: I just love the way they are developing this game. Are you kidding me? Why are everyone talking about the graphics, this is an indie dev we're talking about, the only reason they are even using the UE3 is because they made the original RO mod so solid that they won the engine-license - It could be the old UE2.5 engine for all I care, as long as the gameplay is god-damn solid! ![]()
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