Team Alligator Interview
by Leonard "Viking1" Hjalmarson |
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Q: The AI in Team Apache sometimes appeared quirky. Tell us about AI modelling in Ka52, both for friendly pilots and enemies. A: The helicopter AI has been one of the big areas of improvement and redesign in Alligator. We use a similar mechanism for both good guys and bad guys. When planning a mission you will have waypoints with a number of parameters, such as orders and actions on contact with the enemy. You will also have to specify Rally Points: fallback areas for the team. In flight, the player will be able to override these standing orders with commands of their own. We learned a lot from Team Apache and now have quite a powerful set of orders which allows players to order their team easily into and out of the battle. We believe we've even cracked the difficult goal in AI design: the ability to have helicopters operate at true Nap-of-Earth heights.
Q: The command structure in Team Apache was seen as too limited by some pilots. Tell us about the goals for Team Alligator. A: You mean that the Team Apache player was limited to commanding their own Apache team? Let me put your mind at rest. The new AI system permits the player to command mixed formations and co-ordinate multiple flights in the mission. Up to 16 helicopters under player control, plus interaction with fixed wing assets and ground forces! |
Q: Tell us about the mission builder/planner for Team Alligator. A: At the moment these exist purely as tools for our games designers. They are not convenient or stable enough to release with the game. We might release them separately at some future date, but there's no plans to do so at the moment. Q: With the goal of more appeal to serious players, how will Ka52 remain accessible to the novice? A: We have the ability to set a simple flight model, and most of the basic weapons functionality is automated enough for the novice to pick up the game very quickly. We have an instant action mission for the player who wants to get stuck in within moments of opening the box, but also a comprehensive set of training missions for the studious newcomer who wants to learn. Q: Tell us about any changes to the view system compared to Team Apache? A: We have a similar suite of views to Team Apache, and are adding a padlock view, since that seems to be desired by many people. One of the principal differences is that we no longer have a 2D cockpit; only a 3D option. That cockpit is hugely detailed, containing various instruments, multi-function displays, and even an animated weapons officer. Go to Page Eight
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