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Interview Power of Law Q&A at RPG Vault

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Tags: Power of Law: COPS: 2170

<a href=http://rpgvault.ign.com>RPG Vault</a> posted this very interesting <a href=http://rpgvault.ign.com/articles/494/494808p1.html>interview</a> with <b>Vitaly Shutov</b>, the Project Leader of <a href=http://www.polgame.com/eng>C.O.P.S.2170: Power of Law</a>, a cyberpunk tactical game with RPG elements
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<blockquote><b>Jonric:</b> In what ways does this changing nature of the enemies impact the kind of behavior we can expect to see from the AI that controls them?
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<b>Vitaly Shutov:</b> The most interesting feature of the AI is the ability to act in a team. The player will not see his enemies, unable to figure out the right shooting trajectory, fire at each other any more. If you place one of your soldiers on a square and lay an ambush nearby, your enemies will not rise to the bait. They are more likely to use hand grenades, make your forces retreat and then start shooting at your soldier on the square.
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In the beginning of the game, you will fight with rioting people from lower levels and former miners from Mars who are lousy fighters. Later, you will struggle against ultra professionals hired by powerful corporations. Most of them used to be agents of the government's secret services, so they are very experienced and dangerous soldiers. They are even equipped better than police officers because the government buys its weapons from those corporations, and they equip their soldiers with the latest models. The corporations produce better robots as well.</blockquote>
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Can't wait to "judge" those pesky people from lower levels. I AM the Law!!!
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Spotted at: <A HREF="http://www.gengamers.com">GenGamers</A>
 

EEVIAC

Erudite
Joined
Mar 30, 2003
Messages
1,186
Location
Bumfuck, Nowhere
That could be really impressive if they pull it off. Games usually just change weapons and armour and make enemies bigger as a means of variety and differentiation. It'd be neat if there was a marked difference between the actual behaviour and tactics beyond HP's or unique spell power. (As well as different beasties and robots of course.)

You were looking for ideas for your game VD - implement this. :P
 

Jed

Cipher
Joined
Nov 3, 2002
Messages
3,287
Location
Tech Bro Hell
I'm keeping an eye on this one as well. Mmmmm...sci-fi setting...turn-based tactical combat...if it's only "decent," I'll be satisfied.
 

Transcendent One

Liturgist
Joined
Nov 21, 2003
Messages
781
Location
Fortress of Regrets
It's too bad that it seems like a very combat oriented game. I was kinda hoping for a more.. deep RPG approach. Also I am somewhat confused. He says every mission will involve combat, then he says you won't have to use weapons in some missions.

But it sounds neat so far.
 

Otaku_Hanzo

Erudite
Joined
Oct 19, 2003
Messages
3,463
Location
The state of insanity.
Maybe he means there will be missions where two factions will be fighting each other and you have to sneak through to finish some objective. Although in a turn-based game, that could get rather tedious. Especially when you have to wait for the two factions to take their turns. o.O
 

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