Thread: Armed Assault
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Default 06-27-2006, 07:52 PM

[img]http://www.simhq.com/_all/images/all_018a_015.jpg[/img]

[img]http://www.simhq.com/_all/images/all_018a_016.jpg[/img]

[img]http://www.simhq.com/_all/images/all_018a_014.jpg[/img]

[img]http://www.ggmania.com/pics/06/specials/armed/armed01.jpg[/img]

[img]http://www.ggmania.com/pics/06/specials/armed/armed06.jpg[/img]

[img]http://www.ggmania.com/pics/06/specials/armed/armed03.jpg[/img]

[img]http://www.ggmania.com/pics/06/specials/armed/armed02.jpg[/img]


[quote:e1808] * Vehicles kick up dust as they move, and it looks very realistic.

* The visibility of surrounding terrain were quite realistic looking, and adjustable in the in-game settings. Although the GUI slider for visibility range can go out to 10000 meters, the sweet spot for fps and gameplay seemed to be around 1600 meters (approximately 1 mile) and quite acceptable for most tactical needs. The game engine now supports day/night cycles, making the transition more natural.

* A VOIP comms system is now embedded in the game engine, making multiplayer on-line play more coordinated.

* The game uses "aim down the sights" weapon aiming graphics to add a touch of realism when using a rifle in combat.

* The mission map and graphics look a lot like OFP, only refined. I liked the maps, which can be zoomed in on to show the location of every tree, building and vehicle in play. At certain zoom levels the maps looked very similar to 1:50,000 scale maps used by infantry and helo crews in combat.

* In the campaign, each main mission is accompanied by several support missions that the player can choose to enter as an alternative to the main campaign mission, both during the pre-mission planning and while in-game. Examples provided in the demonstration included flying an AH-1Z interdiction mission, or conducting a special operations direct attack on an enemy headquarters. While the demo mission offered 2 support mission options (sniper and helo assault) Dr. Hoffmann told us that each mission offers between 1 and 5 separate support mission options to choose from.

* During campaign missions, changing battlefield situation may cause mission objectives to change in mid-mission. The player is alerted via a text message if this happens, very similar to actual combat ops.

* Multi-player features Co-op mission options and can support up to 200 players, with multiple, independent mission taskings.

* Like OFP, every vehicle is usable in the game. And like OFP, the method of control (particularly of ground vehicles) is just challenging enough to convey the unique needs of operating that vehicle. In addition, tanks have multiple stations that can be co-operatively by multiple players in on-line games. Cool.

* NaturalPoint TrackIR support is provided, which should be great for vehicle operations.

* Damage modeling: Although there will be a medic option, damage for soldiers is simple; one hit may only injure the player, but a second hit always incapacitates him. The player has the chance to jump to one of his secondary mission options and assume that role, but if the secondary options are killed while in AI mode, they are no longer available to the player. During the demo, Dr. Hoffmann's main mission character was killed, and he jumped to his secondary mission player just as the enemy engaged and killed him. Frustrating, but a good demonstration of how challenging Armed Assault can be.
[/quote:e1808]

Like i said it looks awesome


I mean look, they practice safety, the fingers are off the triggers ffs!


http://www.armedassault.com/

WEbsite


[img]http://www.simhq.com/_land2/images/land_050a_013.jpg[/img]

Also includes new Army camo


  
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