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Basic Stuff:
-The game is looking for a fall 2006 release
-System Requirements are not known at this point, but the essence engine will be very scalable. So folks with low-end computers won't have to worry too much about high-end PCs.
-The game will figure Relic's homemade Essence engine for providing realistic graphics, deformable terrain, destructable buildings, etc. The Havoc engine will provide non-deterministic physics for realistic flying stuff.
-Josh explained that the game should utilize end-high hardware such as 64-bit processors and dual-core. Josh wasn't sure however since he is not a programmer. 5/12: This was confirmed true by the lead programmer(his name escapes me at the moment). They're using the experience gained from programming the Outfit since the 360 utilizes multiple cores
-The game will have widescreen support for you widescreen monitor crowd.
-The game is on the Vista lineup. This means that the game will utilize DX10 features. This does not exclude the non-Vista users however as it'll use DX9 features to power the game.
-Edited 5/12: I talked to the lead programmer about the DX9/10 features in the game. The game will make full use of DX10 features if you have Vista. As a result, the game will run better and look better. No worries, the game will use DX9 features if you do not have Vista.
-A multiplayer beta test is in the works, but no release date given. We'll all be informed of when this will happen though
-No comment on Blur Studios making an intro, (wait and see).
Gameplay:
-The game follows a similar resource system like Dawn of War. The difference is that there are actually 3 different resources, Manpower, Ammo, and Fuel. These resources are gained by capturing strategic points around the map but only one resource is tied to that point. For example, a stategic fuel point will only give you fuel and nothing else.
-The game map are also broken down into many sectors on the map(like the board game Risk). The key here is that in war, supply lines are essential in maintain control of areas. To benefit from the resource points you hold, there must be a connection from the resource point to your HQ.
-The tactical map shows the boundaries of the sectors on the map, show you current enemy positions based on current line of sight, and a map of what sectors you control on that map. It'll also show what resources a strategic point gives.
-There will be different kinds of infanty troops. They can be equipped with different kinds of weaponary such as machineguns and anti-tank weapons. They will also have different abilities at their disposal such as quick charges and throwing satchel charges(those make a big hole in buildings).
-Garrisoning in buildings play a huge role in defense. Buildings have different attributes that'll affect the strength of buildings. Wood buildings are easy to burn down with fire, but brick buildings won't burn as easily. Units in garrisoned buildings will also be smart about their placements around the building. For example, if a building is being attacked from two fronts, infanty on one side and a tank on the other, garrisoned units will move around appropriately to deal with the threat. If the garrisoned unit has an anti-tank weapon, the anti-tank unit will reposition himself to attack the tank while the anti-infanty will position themselves to deal with the infanty.
-Vehicles has specific armor properties on all four sides. Front has the stronger armor, side armor isn't as tough, and the rear armor is the weakest. Flanking is an important tactic to take down a tank really quick. There are also the probability of scoring a critical hit. The severity depends on how powerful the shot is and where the vehicle is being hit at. Obviously, a Sherman getting hit from behind from a Panzer could cause the Sherman's weapons cache to cook off and explode. Other critical events can include destorying a main gun to tank trends being blown off.
-Open and light vehicles like jeeps, critical hits will usually kill the driver causing the vehicle to go out of control and blow up.
-Playing through a mission or game, you'll get command points that you can use to specialize in three different paths in the tech tree(Infantry, Vehicle, Airborne). Depending on the path you take, your units will reflect those changes. For example, going infantry will make your infantry units stronger. Besides that, you'll get additional abilities that are on a timer. For example, going airborne will allow you to summon airstrikes or paratroopers.
Single Player:
-The campaign will feature the Allies in their campaign against the Axis Forces
-Not telling about the number of missions or what they will compose of yet... aka no comment
-There will be a storyline which will go along with the campaign
-Cutscenes will be performed by the in-game engine.
-Josh said no comment about additional NPC forces like the British or the Italians
Multiplayer:
-Relic is working to develop the multiplayer into a strong team-based experience. The idea is that you fight as a team and die as a team. Normally, you would see tactics where you would eliminate one player at a time like in Dawn of War. Relic is working to avoid that type of gameplay. So comebacks are really possible.
-The max players in multiplayer is eight players.
-There will be only two sides, Allies and Axis. However, players can decide on what tech tree they want to go to, so you won't have the same units, based on stats/abilities. They will also have access to special units that other tech trees won't have.
-Multiplayer beta test in the future.
-Maps will be scenario style meaning that there will be some objective tied to the map.
-Maps are pre-made and not randomly generated because a lot of thought is put into the map. "oh should there be cover here or not?" Stuff like that
Modders:
-Relic is looking to offering many different mod tools when the game is released
-Movie Maker, where you can create your own scripted action and watch it like a movie.
-Unit Editor, for playing around with unit attributes and abilities. People with modeling skills can import new models
-Attribute Editor, for changing the attributes of objects in the game. For example, making something more flammable or bulletproof.
-Map maker, for making maps...
Edit: 5/12
COH Multiplayer Impressions:
Josh Mosqueira reminded me yesterday that there was a multiplayer demo being ran somewhere around the windows booth. I checked that out today and squeezed out about two games. I got to play axis against two allies (WTF not fair :/).
The was a long straight map that feature 5 strategic points. Capping and holding 3 of those points start a countdown victory(10 minutes in my case like Dawn of War).
Axis had a different tech tree compared to the Allies in both building and unit construction. They also featured a different commander tech tree as well(Blitzkreg, Defense Doctrine, and something else that escapes my mind).
Going against two Allies, I was beaten easily. However I learned a few interesting tactics from that game mainly dealing with vehicles and out flanking them to get a good shot at the rear. Getting the high ground is important as well because the terrain will actually stop bullets and reduce accuracy. I managed to take down two squads of riflemen with one squad while micromanaging grenade tosses.
Also what you play inside buildings are very important. Machinegun troops are important in turning buildings into super machinegun nests. There are multiple ways of flushing guys out of garrisoned buildings. My axis engineers could upgrade themselves with flamers, so while I was tossing grenades, my engineers where lighting up the building on fire. You can also mortar the crap out of a building too.
So you think COH is Dawn of War but in a WW2 setting? hell no. units don't shoot through hills or buildings. Terrain makes a difference. Smart and gutsy flanking can turn a game around.