Anybody else following it? What's particularly interesting to me is that it promises "open combat" rather script-based combat.
Quoted from http://pc.gamespy.com/pc/medal-of-ho.../742345p1.html
If it works out well, the replay value could be enhanced tremendously (which means less of need to resort to cheating humans). Wonder how it will handle team-work without scripting though.
Quoted from http://pc.gamespy.com/pc/medal-of-ho.../742345p1.html
During our demonstration of Medal of Honor: Airborne, executive producer Patrick Gilmore was on hand to answer our questions, and to point out how World War II will be seen from an altogether different perspective. There were a handful of key gameplay features that were highlighted, starting with their new Affordance AI engine.
An "affordance" is anything that provides a soldier with a combat advantage, whether it be cover, high ground, or even a crate. What makes Affordance AI so unique is that it gives enemies options so that encounters are handled intelligently by the game on the fly instead of relying strictly on a scripted event. In your standard scripted event, for example, your squad may be forced to enter a warehouse through a front door at which point a soldier on duty will sound the alarm and duck behind his desk every time.
With this new engine, you can come in through the rooftop, a window, a backdoor, or the front door, and the AI will react to your presence differently based on proximity to cover and will evaluate the defensive value of terrain and their actions, making a different move in each scenario. A soldier will prioritize an MG emplacement in a concrete bunker above a trench, and a trench will be more valuable to them defensively than, say, a tree stump, and so on.
What this has allowed EA to create are open combat environments that feel more like a living battlefield than a linear shooter on rails that send the player through a series of checkpoints and scripted encounters that never vary. These open combat environments are a perfect fit for the air drop mechanic, which would never work in a more limited environment.
An "affordance" is anything that provides a soldier with a combat advantage, whether it be cover, high ground, or even a crate. What makes Affordance AI so unique is that it gives enemies options so that encounters are handled intelligently by the game on the fly instead of relying strictly on a scripted event. In your standard scripted event, for example, your squad may be forced to enter a warehouse through a front door at which point a soldier on duty will sound the alarm and duck behind his desk every time.
With this new engine, you can come in through the rooftop, a window, a backdoor, or the front door, and the AI will react to your presence differently based on proximity to cover and will evaluate the defensive value of terrain and their actions, making a different move in each scenario. A soldier will prioritize an MG emplacement in a concrete bunker above a trench, and a trench will be more valuable to them defensively than, say, a tree stump, and so on.
What this has allowed EA to create are open combat environments that feel more like a living battlefield than a linear shooter on rails that send the player through a series of checkpoints and scripted encounters that never vary. These open combat environments are a perfect fit for the air drop mechanic, which would never work in a more limited environment.
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