Author Topic: More BF2 Stuff  (Read 1152 times)

[TiG]Winters

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More BF2 Stuff
« on: February 12, 2005, 11:40:51 PM »
Some new pictures down the bottom at: http://fz.se/bildarkiv/album_show.php?id=605

Interview here and also below:
http://www.fz.se/artiklar/article.php?id=786

Quote
Clans and servers
FZ: We've read about the option of recording matches and distribute them to friends and clan members. It's a bit of an understatement to claim that this feature is highly important to create a strong community. The centralized ranking system is another part of this. What other tools and methods of community building will DICE use to to create and expand a Battlefield 2 community? (Question asked by Mattias K?hlmark)

Lars Gustavsson (LG): We've learned our lesson from Battlefield 1942/Vietnam and we're shipping the game with a much more powerful editor than that of previous Battlefield games. The editor bundled with Battlefield 2 is the very same that we've been using to create the game here att DICE in Stockholm. It's a complete set of tools, including landscape editor, effects editor and so on. We hope this will make our community continue their enormous efforts in modding the Battlefield series.

FZ:Battlefield 2 gives us the opportunity to record full matches, to watch and analyze at a later moment. How will the process of recording work? Is it client or server based? If the latter, how does the server distribute the recorded files? (Mikael Larsson)

LG: The recording process is operated by the server, which means that anyone can set up a server and then distribute the recorded game session as he och she wants to. If you participate in a game marked "Autorecord", a link shows up in in the demo library. When clicking it, the demo file will be downloaded to your computer. You're then able to start the demo and relive the battle by jumping between players, increase och decrease the playback speed, pause and place the camera in any position or angle, all in hunt for the ultimate battle scene or the perfect screenshot.

FZ: Many of our readers have been curious about how private servers will compare to official. It has been mentioned Electronic Arts will be providing servers where statistics will be stored and distributed to the other official Battlefield 2 servers, which private servers do not - probably due to security reasons. Would it not be very likely that private servers will quickly become a "no no" for players wanting to play the same character on different servers? (Mikael Walling, Georg Marcusson)

LG: It is correct that only "official" Battlefield 2 servers will collect player statistics and we have done this only because of security reasons. Should you want to see your character gain ranks and get the rewards you have already made your choice. That character will only grow on the official servers. The private servers are still an excellent choice to do some good ol' fashion Battlefield 1942 and Vietnam combat where the "present" fun is what counts.

FZ: The "mapscene" have been declared dead for Battlefield 1942 and Battlefield Vietnam because maps created by enthusiasts and amateurs have not been able to be distributed through the game servers like Quake and Counter-Strike maps can. The consequence of this is that only official maps are being played and used - which hardly benefits the "community spirit". How will DiCE approach this problem and enable homemade maps to be distributed properly?

LG: We are aware of this limitation but offer today no solution to this problem because our maps are so much bigger than for example Quake and Counter-Strike maps. It would require a lot of data to be downloaded by the players in order to participate on this "new" mod-map thus resulting in a lot of waiting. We are looking into it but offer no good solution at this time.

Modifications
FZ: When Valve released Half-Life 2 last year criticism quickly arose due to the fact that they assumed people wanting to do modifications would have access to the commercial compiler and IDE Microsoft Visual C++ .NET 2003, which costs several hundreds of euros. What tools will be required to fully modify Battlefield 2 in addition to the tools that DICE will provide?(Steven Svensson)

LG: We have greatly enhanced our support for modders by giving the option to create modifications through the script language Python. This means that there will be no requirement to have access to Microsoft Visual C++ as you mentiond in your question.

Vehicles
FZ: Former games from the Battlefield-series have often been compromised and known by the fact that players could, without problems, jump onto the outside of an airplane during transport, when all seats are currently taken. It has been suggested that this removes some of the semirealism of the game and the possibility to walk around on the airplane while currently being in the air creates a bit too much of an arcade gaming experience. What have DiCE done to prevent this problem in Battlefield 2? Will it be possible to freely move around inside and outside of the vehicles or will players be locked to certain passenger and driver positions? (Mom Hedblom, Joona Besada, Daniel Farsi)

LG: The possibility to freeride on vehciles have been possible since Codename Eagle where the so called "wingwalking" quickly became a common way of transporting more people on the plane than originally intented to. We've kept this in mind whilst making Battlefield 2 and we're trying to adapt this to modern vehicle characteristics. Our goal has always been to maintain the fun of the game, and realism might sometimes have to accept itself beaten by gameplay. Where we end up with Battlefield 2 is something with still work on and remains to see.

FZ: The preview material we've been shown so far have not displayed how vehicles will be rendered in dusk and at night. To what extent will Battlefield 2 incorporate atmospheric enhancing lighteffects such as searchlights, lanterns and anti-collision lights (light with different colors usually found on airplanes)?

LG: We decided early in the project that night should not be part of Battlefield 2. Dusk and dawn are included in the game but no pitch black night.

FZ: It has been mentioned that several vehicles will be equiped with a so called HUD ("Head-up Display", function to project certain information onto a glass panel for example in a cockpit of an airplane). What type of data will be displayed on this HUD panel in different vehicles?(Joakim Bergqvist)

LG: Obviously it differentiates between different vehicles but in an airplane fighter information about the select weapon system will be displayed. Should you choose to select heatseeking missiles a tracking system will be displayed with information regarding heatsources and other such targets, when a target is locked and information like that. Should you however choose to select bombs, different information will be displayed. We have with our best efforts tried to accomplish a very hightech apperance but at the same time maintaining simplicity and not making it overly complicated, this especially because Battlefield is supposed to be easy to get started with yet very powerful for the experienced players.

FZ: Helicopters seem to be one of the things that caused most reaction from our readers. Several people claim that neither the BF1942-mod Desert Combat nor DICEs own BF: Vietnam accuratly reproduces the way you actually fly a helicopter. Mostly, this is because both Desert Combat and BF: Vietnam lacks the ability to control the veichles collective. This function is especially important since it decides how easy, or hard, it would be for a player to hover the aircraft. Some readers are worried that the possible lack of collective control will produce a far too simple helicopter, which in turn would affect players who wants to specialize on being helicopterpilots. How has this been discussed within the designteam? What are you doing to make helicopters attractive to both beginners and advanced players?

LG: We have gotten alot of feedback from the community and as a result of this our veichledesigner Linus Josephson and our physicsprogrammer Peter ?sterblom have talked to a helicopterpilot to find out what really makes a helicopter unique. Based on this information we have further developed our helicopters, making them easy to learn but harder to master. Above all we have made the transporthelicopters alot more stable to fly as opposed to attackhelicopters which will be harder to master, but in turn allow more advanced flying.

The game engine
FZ: The Battlefield 2-material shown by Electronic Arts and DICE has solely been visually impressive outdoor-levels. How does the BF2-engine handle indoor enviroments and houses with more than one floor?

LG: The Battlefield-engines strength has always been outdoor enviroments, but this version will, as well as previous ones, support indoorenviroments and multi-leveled houses. There is nothing stopping you from making a level that takes place indoor only.

FZ: In the movieclips we've seen so far, bodies are seen thrown around like gloves(b?ttre ord?) in the proximity of explosions. To some of our readers, it looks like bodies just weigh a couple of kilograms. Is this a choice made by DICE or is it subject to change before the game eventually hits retail?

LG: This is not something decided by DICE. It merely shows our physicsengine in its current form and not in a final, retail-adjusted state. Our goal is to produce alot more realistic simulation of bodymovement in the final product.

FZ: Lots of Battlefield 2-previews have made it clear that the game has impressive graphics, making it a good looking game overall. DICE haven't said much about what the graphicsengine is capable of, making alot of FZ readers ask what differs this one from previous engines and what features, like Pixelshader 3.0, the engine will use?

LG: Battlefield 2 adds, among other things, much higher geometrical complexity, higher object density on maps and improved system for vegetation. It will also support advanced per-pixel bumped or virtually displaced materials as well as per-pixel dynamic lighting and shadowing. Post-processed effects are included as part of the gameplay itself. We will also be using ShaderModel 3.0 for optimization if it's availiable.

Gameplay
FZ: In earlier previews we have found out that each teams commander will have the ability to call in artillery support. This has raised concerns about artillery being used to wipe out the entire enemyteam or destroying important veichles at the beginning of a game. What steps has DICE taken to prevent such abuse?

LG: Artillery fire won't be availiable at the beginning of a game. Instead, it will need time to "load". When used, artillery will need additional time to recharge, making it an effective weapon, not a devastating one. On top of this, the enemy can destroy the artilleryguns to prevent such attacks, and the commander in turn can use his engineers to repair them, thus making it a "game in the game".

FZ: Many team-based shooters use nametags above the head of both teammembers and opponents to make it easier seeing who is friend and who is foe. One obvious downside of nametags is that they make it quite easy to be spotted by the enemy. Will Battlefield 2 make use of nametags at all? And if so, will this be set to on or off by default?

LG: Battlefield 2 will ship with nametags on, but we are working on adjusting this so it won't be too easy to scan the horizon looking for enemies. Instead, you will have to aim at an enemy for a period of time before the nametag appears.

FZ: When looking at clips showing Battlefield 2 it's hard to see the true pace of the game. If you were to compare it to well known games and mods like Battlefield 1942, Battlefield Vietnam, Desert Combat, Counter-Strike and Quake 3 Arena, where would you put it?

LG: I would say the pace of the game is somewhere in between Battlefield 1942 and Desert Combat. Although this varies depending on the map and the number of players playing.

[TiG]Steven

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« Reply #1 on: March 03, 2005, 02:27:43 PM »
Small preview of BF2 . The only reason i listed it coz it mentions something i've been wondering about and the answer is ,"Yes the game does award assists" , So read on and see for urself.....






      Battlefield 2
Platform: PC
Publisher: Electronic Arts  Developer: Digital Illusions
ESRB Rating: Rating Pending  Genre: First-Person Shooter

by Shawn Elliott
02/09/2005
   
It's too close to call. Your wingman sweeps in with a missile lock; you launch a salvo. Frantically popping flares to spoof your heat seekers, your target swerves through the smoke and fire until something sticks, scattering $20 million in Soviet-made machinery across the sky. Who did what? Turn on Battlefield TV?an in-game recording feature that lets you pan through, pivot, slow down, and pause replays from a third-person perspective?and find out. But never mind the recruitment ads: An army of one really amounts to an unzipped body bag, and there's no need to squabble about stolen kills here. Battlefield 2 actually awards points for assists; likewise, medic and support classes make rank by respectively healing and resupplying squadmates, proving there's no such thing as a thankless hero.

Plus, BF2 tracks multiplayer stats across servers, and its rich reward system offers plenty of incentive for professional soldiering. Excellence in the line of one particular duty earns you access to additional class-specific guns and gadgets (don't worry about the strong getting the good stuff while the weak get the worst?these weapons vary in style more than stopping power), and better yet, your overall performance might get you promoted.

As someone once put it, "An army of sheep led by a lion has got the edge over an army of lions led by a sheep." With 60-some players butting heads, the potential for chaos in BF2's massive melees is staggering, and someone had better be calling the shots. Smart soldiers divide themselves between several squads, each with its own leader. As the man in charge, you become a sort of mobile spawn point: You'll receive orders from?and relay info to?a commander via in-game voice chat, and you can pop smoke to rally peons at set coordinates.

While squad membership increases your chances of surviving skirmishes, it's your armchair commander who'll win or cost you the war. Instead of shooting it out in the trenches, he views the world in real time from a strategic top-down vantage point, piercing the fog of war with satellite intel; pasting the enemy with artillery strikes; and airdropping supply crates for allies?no more ammo bins for bullet hogs. Of these responsibilities, combat chatter rates the highest: In a clear chain of command that restrains troublemakers from treating headsets like open mics at the hip-hop Olympics, squads talk amongst themselves and squad leaders alone speak to commanders. Should the big dog fail in his duties, Marines can mutiny via text chat, visible to all.

Still wondering what happened? Try asking the chief. If he can't answer, get democratic and vote the dummy out.

[TiG]Chunks

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« Reply #2 on: March 03, 2005, 03:31:38 PM »
I can see this being a bit of a mess when it comes to the public servers......you'll get one asshole in the commander seat and a bunch of muppets hogging squad leadership roles.....it'll lead to mayhem.

I can only see it working effectively and in a fun environment in a controlled environment like a clan match.

my 2 cents

PS: what do i know anyway, i'll be off in SA when the game comes out so you lot will have a 2-3 month headstart on me before i even get hold of a copy!

tig|Bosco

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« Reply #3 on: March 03, 2005, 05:00:38 PM »
As far as I understand it Chunks anyone can be a squad leader, so only the good ones will get a following.  Similarly only proven good commanders will get the opportunity to command on a large public server.

[TiG]Devil_Monkey

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« Reply #4 on: March 03, 2005, 05:52:07 PM »
So they reckon private servers are for retro-gaming and mess-arounds.
That's brilliance.
A life on the open sea of n00bs, EAUK 400 with all the lag, n00bs, unmonitored stupidity and comeplete lack of thrill for me.
I can't f**king wait.
No, really. I'm gonna be the only clan member ranked lower than 98% of the Bf2 players and I'll sure as sh1t be damn proud of it.

They'd want to review that policy.
An authenticated servers program.
Then again DICE = EA so I can't see that happening.

What the command structure will create is mini-teams of clans.
It will also see new phrases like commander-n00b and rank-whore.

[GIT]Fairy

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« Reply #5 on: March 03, 2005, 06:17:13 PM »
I agree Dev.  I mean all they had to do was have a system where by your server could be authenticated by them.  This is really only for Kudos any way.  

All the ranking will do is open up new weapons that are at the end of the day the identical weapon that you have only a different graphic.

They already said in a post somewhere that the unlockables of the game will not give you an advantage, in otherwords they are Bling.

Fairy

[TiG]Devil_Monkey

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« Reply #6 on: March 03, 2005, 06:47:37 PM »
The one thing I look forward to in this ranking system is the inevitable race between Data and [EL]Shano in the ranking stakes.
A bling arms race between the two brothers will be the arms race to end all arms races.
/me bets on Shano. G'wan the yung-fella.

If its bling, wtf do they do for the engineer?
Tricked out Medic's paddles for him?
The Anti-vehicle guy's rocket does sky-writing smoke?
'JOIN Ti...'
"Damn you DICE, the fuel ran out"

[TiG]Steven

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« Reply #7 on: March 18, 2005, 02:25:42 AM »
another BF2 preview with some new snippets of info like you'll get a free headset with each game and sergeant will be the top rank you can get with higher ranks to follow later on .

read on....

We recently got our mitts on Battlefield 2, the upcoming follow-up to the extremely popular slam-bang shooter series from EA and Digital Illusions. The game is coming along extremely well. Like its predecessors, it's a military first-person shooter that focuses on team play, with almost enough realism to be called a serious simulation and more than enough action to match any arcade game. We had a chance to try out even more run-and-gun action and take an up-close look at the commander view, which is a part of Battlefield 2's stronger focus on team tactics. Here's what we found out.

While the game itself was unfortunately pushed back to June, the extra time is allowing the development team to optimize the game and add in some extra polish. Yes, it still takes place in the fictitious, near future during a conflict between the US and professional soldiers from either the Middle East or China. This time around, when you choose to play as a scout (one of the game's seven character kits) you will get a sniper rifle with a scope that dynamically reflects the surroundings as you walk by, similar to the OICW lens in Far Cry. Even though the game's seven kits (assault, medic, scout, special forces, engineer, support, and antitank) will all have very different roles in battle, you'll receive credit in your character's ranking for playing your role--whichever one you happen to choose--well. You'll even be able to unlock a special weapon for each of the seven classes by advancing all the way up through the ranks.

By the sound of things, the current plan for EA and DICE is to really expand the online game with multiplayer rankings. You'll create a persistent online profile that will stay with you for as long as you play online, and it will be updated each time you log into and out of the game. Right out of the box, every player will start off as a private in rank and will be able to advance up to the rank of sergeant (future Battlefield products will likely include higher ranks you can ascend to). In the meantime, you'll also be able to earn up to 50 badges for anything from excellent marksmanship to great piloting skills to skillful team support. These badges will briefly appear onscreen when you earn them and will be permanently added to your online profile.

You'll gain ranks by earning points, which can be done by taking out enemy players or capturing control points in the game's bread-and-butter conquest multiplayer mode (in which you must capture and hold control points on the map). You'll also earn points for playing your class well. Medics will receive ranking points for healing injured teammates and reviving them with their defibrillators. Engineers will receive ranking points for repairing destroyed vehicles (and even bridges, which can be built up and torn down on specific maps). Commanders will receive points for calling in successful air strikes. This will all be managed on a screen that lists just about every possible statistic for your profile, including how many kills and assists you've had with every single character class, your performance in vehicles, and your success as a commander.

As we've noted previously, Battlefield 2 will emphasize team play in a number of ways, including built-in support for voice-over-IP audio chat and the surprising addition of an actual headset in every box, along with in-game squads and a commander player. Squads seem extremely useful, since they appear on the game's minimap as easy-to-see green blips and as green chevrons when they're off in the distance. More importantly, squad leaders can act as mobile spawn points for their teammates, which helps downed players get back into the action much faster. This also means that a squad leader becomes strategically important; the squad leader can act as a forward spawn point, which can make capturing an enemy base easier. Of course, this gives every incentive for defenders to hunt down and eliminate the squad leader.

Commanders are very different from squad leaders, and although they're completely optional in any given game, a skilled commander can turn the tide of battle pretty quickly. There can be only one commander player on either side, and while commanders are potentially very powerful, they're also vulnerable, since they appear as normal soldiers who can be shot and killed like any others. This is an issue, since most of a commander's abilities are accessed from a command screen that completely blocks out your view of the outside world.

You can use this screen, which features a map of the level, to issue direct orders to your team by clicking on the map and assigning specific commands ("attack," "repair," "defend," "mine," and so on) to specific points. These commands are reflected in the world with colored smoke canisters that help point your teammates in the right direction. This feature goes hand in hand with the commander's four special abilities, which all currently work on a rechargeable timer. These abilities include scanning the entire map to reveal snapshot positions of all enemy troops; deploying short-range satellites to specific locations on the map that persistently track enemy movement in that area; dropping destructible supply crates that resupply nearby allies with ammo and health, unless an enemy blasts it apart first; and calling in devastating artillery strikes. Since commander players are actually in the game as characters, you can, if you're feeling lucky, scout out your target area personally, call in a strike, then close the commander view to watch the bombs drop firsthand (although we recommend getting to a safe distance first). Don't worry too much about lousy commanders, since you'll need to apply for the position in the game with in-game voting, and if some commanders aren't doing their jobs, they can be voted right back out of the position.

We also had another chance to try out some of the game's vehicles, including the US forces' startlingly fast M1A2 SEP battle tank and the devastating Su-34 Flanker fighter bomber. Players who enjoyed carpet bombing ground targets in Battlefield Vietnam will probably feel right at home with Battlefield 2's souped-up military jets, especially since the game's expansive 64-player maps allow much more airspace to fly through. The larger areas are a lot more conducive to dogfights, so even the most skilled bomber pilots will quickly find themselves pursued by squads of F-15E Strike Eagles. Both on the ground and in the air, you'll actually see additional team-based benefits that radiate from any vehicles being piloted by medics or engineers. Standing near a vehicle driven by a medic will actually slightly heal your wounds over time, and driving near a vehicle with an engineer behind the wheel will actually repair your vehicle slightly. This is yet another feature intended to promote team tactics and, in a larger sense, to keep players closer to the action (so there are more interesting firefights and fewer long runs to the next control point).

Vehicle combat is also a blast, and the designers seem to have learned lessons from Battlefield Vietnam. In particular, being the gunner in a helicopter is a lot easier now, since you're no longer at the mercy of the pilot's maneuvering; you now have a gun camera that allows you to lock onto a target. And with the addition of guided weapons, you can steer your missiles onto the target by simply clicking repeatedly for course corrections.

Battlefield 2 seems to have plenty of great features that will add all kinds of depth to what still seems to be a very fast-paced and accessible game, whether you choose to play as a regular old grunt, go after the title of the best engineer online, or try to perfect your squad leader or commander skills. If EA and DICE can pull everything together, then this will easily be the best Battlefield yet and quite possibly one of the very best online shooters to date. The game is scheduled to ship this June. Stay tuned to GameSpot for further updates.

 

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