Bucks
Posts: 679
Joined: 7/27/2006 From: Melbourne, Australia Status: offline
|
It looks great. Even I was surprised when I first tested the boarding capability combined with chained/linked missions. The test scen I used had a freighter moving along off the Somali coast, a Pirate skiff approached and affected a "take over" of the freighter. I set two missions for it allowing a transit while still under its assigned side's control. Once the Pirates took it over the second mission immediately kicked in and the freighter transited to a "safe anchorage" within the 12 mile territorial waters boundary. Not only that, the Pirate skiff even stayed in close proximity to the captured prize escorting it back to the coast. Although the boarding capabilty opens a lot of new areas we couldn't have dealt with in earlier versions of the game, the ability to link/chain missions together is where scenario designers and players will see a major change in capabilities. An example might be a vessel that you wish to use to shell land targets at night. You can now create a series of missions that the ship will follow and only move inshore during the hours of darkness. If we know the vessel can take out say, 6 targets during the night we create say 8 missions with 4 for night operations and 4 for daytime use. by placing your Reference points at given distances, the vessel will move to the coast, undertake a "ground strike" mission, destroy the 4 targets and return to an offshore steaming routine. As darkness approaches, and the ship has finished Day Mission 1, it will then start its approach toward another set of X number of targets, knock them off and move offshore again. I believe this ability to have units performing different tasks at different points during a scenario will have a major impact on the game. That's not all, you can even create your own mission scripts (something I've already done. In this case let's assume 12 aircraft are assigned to a mission with the 1/3 rule set. So the mission will launch 4 aircraft at a time. I've designed a script that, follows the 1/3 rule but launches the aircraft in groups of 2 not 4. The 4 are still launched, but as 2 x 2 aircraft, not 1 x 4. There's also a major upgrade on sonar so that a scen designer can set the conditions specific to the geographical region his scenario is set in. On the whole this is probably the biggest upgrade the game has ever undergone and adds numerous new capabilities that I'm certain most people will find as an advance and not just a series of bug fixes. Russell Sharp also deserves a huge amount of credit for undertaking a huge amount of work attempting to resolve the "Known ANW issues list" as far as can be. There's heaps of other stuff, but I don't want to ruin the surprise factor. Cheers Darren PS: THIS IS NOT AN OFFICIAL AGSI/Matrix release of information, simply an expression of my own knowledge of the development team's progress through working with them.
< Message edited by Bucks -- 6/4/2010 5:42:55 PM >
_____________________________
|