Vault Dweller
Commissar, Red Star Studio
- 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>
<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
<br>
<br>
<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?
<br>
<br>
<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.
<br>
<br>
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>
<br>
Can't wait to "judge" those pesky people from lower levels. I AM the Law!!!
<br>
<br>
<br>
Spotted at: <A HREF="http://www.gengamers.com">GenGamers</A>