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Proslost, sadasnjost i buducnost America’s Army

Ako se zamarate kada ce izaci slijedeci patch ili sto developeri imaju u planu implementirati u Armiju, za vase zdravlje se vec netko pobrinuo. Dakle decko je skupio sa svih strana i interview-a koji su developeri AA ikada dali i sve ih strpao u jedan post. Post je podugacak ali ako nekoga zanima procitati ce ga do kraja.

“Nyers” wrote
NOTE:
-Devs, quotations, interviews, reviews and previews are not necessarily an “official” source of information. This is just a collection , don’t take these things as facts. I’ve made this to clear many misunderstoods and to stop pointless topics.

New things –> read YELLOW!

Our Future:

“[Dev wrote
technoloG”]Our goal is to continue implementing America’s Army to push the limits of current gaming technology while staying true to representing the U.S. Army. We are constantly trying balance our design goals between realism and fun. To start, we use the Unreal Technology ( http://www.unrealtechnology.com ), which is constantly evolving. With that, we have a solid core game engine that helps us realize our designs, and it will only get better. We also have a unique distribution model: we release a free game, and updates on a regular basis. With that said, we are typically able to span our design goals over several release versions, and based on that, we prioritize every feature. We all have our personal goals and ideas regarding the future of America’s Army. As we progress, we plan to work together to bring all of that together to take America’s Army to levels never before seen – in itself, or in any other game. We also have the future of the Unreal Technology to look forward to: Unreal Engine 2.5, which was used in Unreal Tournament 2004 ( http://www.unrealtournament.com ), as well as the next generation of Unreal: Unreal Engine 3. As a result, the future of America’s Army will not only be a culmination of the ideas and visions for the game project, but also the team’s efforts, and everyone’s ability and willingness to work together to make it all happen. With a solid team and focused goals, the future of America’s Army is very bright!
“[Dev wrote
Skippy”]The team is making the conscious effort to rebuild stronger than before, though, and we don’t expect it to affect our long-term goal of bringing you a 3.0 version in 2006.
AA is heading toward a game that includes features unlike any we’ve had so far. It starts with Strykers and (probably) some bot AI to make for competitive-only multiplayer games, and ends with 3.0, a veritable fundamental change in game play that supports player interaction in ways other than at the end of a gun barrel. Graphics are likely to change most dramatically on 3.0, because that’s when we intend to shift to Unreal Engine 3.

– v2.4 – AA:SF (Q-Course) /Present/
* New maps: SF Courtyard, SF PCR, SF Blizzard, SF WaterTreatment
* New Weapons: M141 Bunker Defeat Munitions, AGP-DB14 Door Breacher, PG-7VR TANDEM WARHEAD RPG
* Updated Game Engine, Updated User Interface
* Random Player Starts, Random Objective Locations
* Inventory Objective Type, NPC Conversation Objective Type

“[Dev wrote
Acekilla”]SF Extraction will be in a later release after v2.4. Most of the new ‘random’ features will only be in the new v2.4 maps – we want to eventually retro-fit them into the older maps – but that will not be done in time for v2.4. Unfortunately not in V2.4 Q-Course will but certainly VOIP will be part of the Overmatch release. We’ll have to give you more detail on that closer to then but it something we all want to see sooner than later.

This release will not have new training level requirements other than the current Special Forces training. Some of the new maps are SF exclusive with the others allowing Indigenous Forces. As for future training missions, AA is really moving towards much more dynamic, optional and compelling training levels. We are looking into altering previous training missions as another part of the Overmatch release. For that version, we have a dynamic shoothouse environment that is very engaging and exciting. It was so successful that it has been integrated with a laser site simulation system for actual training. V2.4 will focus on new weapons and the suite of random elements and not include new training. One additional part you will want to check out however, is the additional run alone flash player which describes the Special Forces 18 series specialties. The downstream benefits of these specialties are features we want to incorporate at a later date.

– ?v2.5? – AA:SF (Direct Action) /Future/

America’s Army: Stryker-Overmatch
E3 Update: America’s Army polishes up its act

– ?v2.5 & 2.6? – AA:SF Overmatch & AA:SF Stryker-Overmatch
* AI, coop mode, driveable vehicles, heavy weapons, new gameplay elements.
* Upcoming versions of the game include America’s Army: Special Forces Overmatch, which will release this fall; and America’s Army: Stryker-Overmatch to be released this winter.
Read! :arrowd:

“Colonel Casey Wardynski” wrote
When Overmatch launches in September, the Striker will have 19 zones of damage, the Hummer will have 19 zones of damage. It can roll over. You can get caught underneath it. It’ll be a fully functional vehicle–all that kind of stuff which normally you’d never see in a commercial game, because it’s way too expensive. We did all that because the government needs that, and now the government owns it so it can flow it right back into the public game.
(…)
In Overmatch you will see the first application of AI in America’s Army. We have licensed AI that was originally built for the Air Force and embedded in America’s Army to run the bad guys. That allows us to do what is called Overmatch, which is, no longer do we need balanced teams. So we have got a team that is relatively small, which is the Americans, and a team which is relatively large, which is…I think it’s a Republican Guard Force. The Overmatch structure is basically this: how does a small force deal with a large force. That is played out in the game. The innovation is the first real application of vehicles and the first real application of missile systems. So the Javelin missile will be there; the Hummer GMV, which is the Special Forces’ version of Hummer, enemy armor vehicles–all with multizone damage models. [We use] military-grade AI. That will be the major rollout from our side. It will have a whole new user interface, a whole new set of features that the 2.5 engine facilitates, and it will also bring to bear this new database behind it, which does a much better job of stringing together events over time.
(…)
So the connections between outcomes of training–training which was once just a gateway event–will open the gate to let you do something new. Training will actually impact performance in the game.
“[Dev wrote
nXain”]1) There is only 1 player active in the E3 demo (all the others are AI)
2) Overmatch levels are way, way bigger than current levels to account for vehicle and coop game play (the E3 show is only using about 1/5 of that level at most). It’s not all desert…
3) The vehicles have detailed damage models (each vehicle has many states of damage and performance based on damage).
4) No pics of a Javelin taking out a tank? Hitting a tank with an AT-4 at 300+ is actually pretty hard, especially when you’re being hosed down by machine gun fire
5) The distance of engagements are pretty long… it’s hard to hit the enemy with your rifle at the ranges that a lot of the fighting takes place. This means that heavy weapons are very important and the team needs to think about how they employ them.
6) The follow-on Overmatch release will include the Stryker (and more enemy vehicles). The initial Overmatch release will focus on the SF GMV (ground mobility vehicle).
7) Enemy heavy weapons are very nasty. Imagine half the weapons shooting at you being instantly lethal to a human body.
“[Dev wrote
nXain”]”Overmatch” is a major expansion focusing on the SF’s ability to control the battle space when faced with superior numbers of Opfor. It is scheduled for the spring of 2005.
“[Dev wrote
nXain”]Our primary goal in designing the Overmatch release is to bring a taste of how the Army really fights battles into the game. Overmatch is about a group of well trained soldiers using their training and resources to dominate the battlefield despite being outnumbered in men or materials. Achieving this means taking a very different approach to creating the Overmatch levels than what we’ve done before and thinking of vehicles and heavy weapons as very important strategic resources that must be used intelligently. I’ll put it another way… you don’t want to loose your Humvee to enemy fire. It’ll put a hurting on your ability to accomplish the mission, not to mention getting home after the battle.
We will not be following the current game design fad by loading up the game with all kinds of vehicles that you can jump in and instantly become a one man armor offensive. There are a lot of examples of that approach available right now in the marketplace (some of them very fun and some not so fun…) Overmatch will include vehicles and heavy weapons in a limited way that keeps the game infantry-centric for the players, offers mobility and access to items that can’t normally be carried around, and expands the types of encounters players will have on the battlefield. You’ll need this as the enemy will have some pretty heavy hitting weaponry on his side aimed at you.
In the long term (past Overmatch), I think it’s fair to say one of the underlaying goals of the project is to continue to expand the battlefield playspace and to make it more and more represenative of the Army experience while keeping the game in tune with the realistic paradigm that has been successful for it so far. Since the Army has such incredible ability to be anywhere with whatever firepower it needs to fight and win, this is going to be an ongoing challenge for us devs.
“[Dev wrote
AceKilla”]Expect to see several useable vehicles in ‘Overmatch’. They will be designed to be as realistic as possible (yet still be fun) and their use in-game is designed to closely resemble the way the real U.S. Army uses these vehicles.
“[Dev wrote
blaster5k”]Since Overmatch will offer a new mode of play, it’s safe to assume that there will be new scenarios for you. What they will be, or how many, I’ll leave it up to you to wonder about. 🙂
“[Dev wrote
skyhuntr”]The SF variant of the HMMWV will appear in Overmatch in 2005.
“[Dev wrote
nXain”]The Stryker will not go into the public of “America’s Army” until after version 2.3, “Overmatch” (to be released next year.) That release will introduce heavy weapons and vehicles to the game. More infomation on future releases and included features will be released during development later this year. //NOTE: old post – shift it to 2.4//
“[Dev wrote
Cyan”]The version Overmatch will include a much more robust implementation of AI than America’s Army has seen before, and will most likely work in the co-operative mode. AI is not something that can just be made quickly and takes a tremendous effort. A lot of design and quality control goes into getting AI seamless and implementing it in such a way that the outcome is a quality, bug free, realistic and immersive experience for the player. It may be implemented differently per level depending on the design most suited for that level.
“[Dev wrote
skyhuntr”]Overmatch will be running on the UT2004 code base. This code base includes Unreal VOIP technology. We are alreasy using this for America’s Army Government Apps. Real Special Forces soldiers are now using this to train. We will be doing a lot more testing to ensure it works as we want it to for the Overmatch release.
“[Dev wrote
skyhuntr”]Overmatch will be coop multiplayer running on the UT2004 code base. AI has been a part of AAGA releases in 2004. We are adding to this capability. We have our own ideas on what consitutes best in class AI.
“[Dev wrote
skyhuntr”]At AAGA, we are creating vehicle code for the America’s Army “platform” that includes realistic physics, multiple crew positions, sophisticated damage models and weapons ballistics. We have alrady modeled GMV Hummers, Toyota ‘Technicals”, Strykers, BTR-60’s and T-62 tanks. You will see the first iteration of this in the public game in Overmatch. OM will be running on the UT2004 code base. For a preview, check out the Onslaught maps in UT2004. We hired the Lead Programmer that wrote the Onslaught code for Epic Games and he is working with the rest of our team to pump up the experience with regard to military realism.
“[Dev wrote
skyhuntr”]Artillery will appear first in Overmatch. It already appears in the America’s Army Government Training Applications used to train our soldiers. Enemey Mortars were included in a recent application delivery we made to the JFK Special Warfare Center and School at Fort Bragg.
Overmatch will be running on a new version of AA built on the UT2004 code base. Because we are adding vehicles, Javelin missiles and the like the maps will be pretty damn big. They are being created in our shop (AAGA) now.
“[Dev wrote
nXain”]The Overmatch release will only have AI for co-op game play and possibly new training levels. The AI we’re currently working on is very far from what comes with the Unreal SDK. It also focuses on AI as a coordinated military unit, rather than the individual bot level. We’re been pretty ambitious with our end goals and are not creating just another set of elablorate scripts like the kind that have become so popular with FPS games lately.
We won’t be stopping there… the plan is to continue rolling in new technology, increasing the functionality of core systems, and to expand the game play (including the single player experience.) One of our core development goals has been to jump to the next level of technology rather than following the crowd.

Future Maps and Trainings:
– !!! Dock Assault !!!
– SF Extraction, SF Hospital XE, SF Sandstorm XE
– Hanklin Live Fire Range /Stryker Training/
– Language Training, Special Forces Advanced Urban Combat Training, SF Weapons Familiarization (Training in Q-Course)

Current beta version is 2.4.23 – Not accurate all the time

Weapons:
M4A1 Sopmod – laser, flashlight, thermal scope (ANPVS10), ? bayonett ?

“[Dev wrote
AceKilla”]Unfortunately, you most likely not see the M4A1 SOPMOD side rail mods in this version of the game. However, they can likely show up in a future ‘next gen’ version of America’s Army. We experimented with side rail mods for a while and we found that they were going to take a ton of development time to do right while not really doing that much for the player in-game.
“[Dev wrote
technoloG”]We would like to redo many of our older weapons. This means not only graphical and animation updates, but functionality updates as well. We have access to some of the most realistic information from the U.S. Army, which we use to design all aspects of our game. So, if the M249 is moddable in real life, you can be sure that it will make it into America’s Army at some point.
“NyTimes” wrote
“In the next-generation version of the game we’re going to have the new 249,” Aubuchon said to Sergeant Davidson, referring to a type of machine gun. “And it will have the new Picatinny Rail on top, but do you know if that uses the ACOG?” ACOG is the Advanced Combat Optical Gunsight, but it is apparently not best suited for the 249. “Well, the ACOG is used mostly on the M4, not on the 249,” Davidson replied. “On the 249 you would normally use an M145,” another kind of gun sight.

– 3D-Ironsights for all weapons
Remington 870 Shotgun, MP5SD6 & CZ-61 “Scorpion”

“[Dev wrote
Kermit”]We added some stuff for the MP5 awhile ago, as a test, but then decided against adding them – kind of like what happened with the shotgun. That’s not to say we’re never going to add the MP5 or the shotgun, just that we’re not working on it now, so don’t expect it in the next few releases.
“[Dev wrote
Psychopod”]No MP5. Not now, not for a long long time, if ever.

Door Breacher – explosive charge to open doors
BDM – shoulder-fired bunker demolition muniton
XM25 – XM25 Air Burst Assault Weapon (AAFA – Future Application)
Javelin – man-portable, shoulder-fired, anti-vehicle weapon (AAFA – Future Application)
TALON Robot – all-terrain, all-weather, radio-controlled robot to destroy explosive devices (AAFA – Future Application)
– About PDM

“[Dev wrote
Pye”]The PDM was removed.
This is a weapon that is being phased out by the Army. It did not make sense to spend the development time and resources to implement a weapon that is being removed from use. What we had in the game before was far from finished and in order to complete the work on it we would need to devote more time and resources to it than we had available.

Vehicles:
Stryker Interim Armored Vehicle, HMMWV (Humvee)
Apache Helicopter
– ? Jeep & M2/M3 Bradley IFV/AFV ? (found in the texture files)
UH-60, FMTV and HMMT trucks

“Jerry Heneghan” wrote
We are also adding FMTV and HMMT trucks. Our government applications will also soon have UH-60 helicopters for troop transport.
“[url=http://www.tribnet.com/news/story/4688858p-4641274c.html wrote
Tribnet.com">“]”In the next week or so we’ll be coming out with the latest iteration of the game,” he says, “which will be called something like ‘America’s Army: Special Forces Direct Action.’ I’m not allowed to say more, other than that we’ve had the time to optimize everything.”

// NOT YET THINGS — DELAYED //
* Players who successfully complete SFAS during the summer and fall will advance to Special Forces Qualification Course (Q-Course) missions to explore new roles such as 18D – Medical Sergeant, 18B – Weapons Sergeant, 18C – Engineer Sergeant, 18E – Communications Sergeant, and 18F – Intelligence Sergeant. As players successfully complete each phase of the Q-Course they will gain new attributes and capabilities that will propigate across operational missions in America’s Army.

“[Dev wrote
DJ-MonkeyBoy”]Yes and we hope to improve the old ones. In the near future SF training of ODAs will be expanded. For example in Q-Course there is Language Training where players will learn critical components of the America’s Army “OPFOR” (Opposing Force) language. Players will also go through SFAUC (Special Forces Advanced Urban Combat) training, which is modeled after actual Special shoot house environments. There is also SF Weapons Familiarization where players will learn how to employ new Special Forces weapons within the game.
“[Dev wrote
Skippy”]The maps with the XE at the end are older maps which we are experimenting with retrofitting in some of the new v2.4 features such as random spawn points, random objectives, and carryable objectives!
“[Dev wrote
DJ-MonkeyBoy “]In the near future SF training of ODAs will be expanded. For example in Q-Course there is Language Training where players will learn critical components of the America’s Army “OPFOR” (Opposing Force) language. Players will also go through SFAUC (Special Forces Advanced Urban Combat) training, which is modeled after actual Special shoot house environments. There is also SF Weapons Familiarization where players will learn how to employ new Special Forces weapons within the game.

America’s Army: Stryker-Overmatch
E3 Update: America’s Army polishes up its act

– ?v2.5 & 2.6? – AA:SF Overmatch & AA:SF Stryker-Overmatch
* AI, coop mode, driveable vehicles, heavy weapons, new gameplay elements.
* Upcoming versions of the game include America’s Army: Special Forces Overmatch, which will release this fall; and America’s Army: Stryker-Overmatch to be released this winter.
Read! :arrowd:

“Colonel Casey Wardynski” wrote
When Overmatch launches in September, the Striker will have 19 zones of damage, the Hummer will have 19 zones of damage. It can roll over. You can get caught underneath it. It’ll be a fully functional vehicle–all that kind of stuff which normally you’d never see in a commercial game, because it’s way too expensive. We did all that because the government needs that, and now the government owns it so it can flow it right back into the public game.
(…)
In Overmatch you will see the first application of AI in America’s Army. We have licensed AI that was originally built for the Air Force and embedded in America’s Army to run the bad guys. That allows us to do what is called Overmatch, which is, no longer do we need balanced teams. So we have got a team that is relatively small, which is the Americans, and a team which is relatively large, which is…I think it’s a Republican Guard Force. The Overmatch structure is basically this: how does a small force deal with a large force. That is played out in the game. The innovation is the first real application of vehicles and the first real application of missile systems. So the Javelin missile will be there; the Hummer GMV, which is the Special Forces’ version of Hummer, enemy armor vehicles–all with multizone damage models. [We use] military-grade AI. That will be the major rollout from our side. It will have a whole new user interface, a whole new set of features that the 2.5 engine facilitates, and it will also bring to bear this new database behind it, which does a much better job of stringing together events over time.
(…)
So the connections between outcomes of training–training which was once just a gateway event–will open the gate to let you do something new. Training will actually impact performance in the game.
“[Dev wrote
nXain”]1) There is only 1 player active in the E3 demo (all the others are AI)
2) Overmatch levels are way, way bigger than current levels to account for vehicle and coop game play (the E3 show is only using about 1/5 of that level at most). It’s not all desert…
3) The vehicles have detailed damage models (each vehicle has many states of damage and performance based on damage).
4) No pics of a Javelin taking out a tank? Hitting a tank with an AT-4 at 300+ is actually pretty hard, especially when you’re being hosed down by machine gun fire
5) The distance of engagements are pretty long… it’s hard to hit the enemy with your rifle at the ranges that a lot of the fighting takes place. This means that heavy weapons are very important and the team needs to think about how they employ them.
6) The follow-on Overmatch release will include the Stryker (and more enemy vehicles). The initial Overmatch release will focus on the SF GMV (ground mobility vehicle).
7) Enemy heavy weapons are very nasty. Imagine half the weapons shooting at you being instantly lethal to a human body.
“[Dev wrote
nXain”]”Overmatch” is a major expansion focusing on the SF’s ability to control the battle space when faced with superior numbers of Opfor. It is scheduled for the spring of 2005.
“[Dev wrote
nXain”]Our primary goal in designing the Overmatch release is to bring a taste of how the Army really fights battles into the game. Overmatch is about a group of well trained soldiers using their training and resources to dominate the battlefield despite being outnumbered in men or materials. Achieving this means taking a very different approach to creating the Overmatch levels than what we’ve done before and thinking of vehicles and heavy weapons as very important strategic resources that must be used intelligently. I’ll put it another way… you don’t want to loose your Humvee to enemy fire. It’ll put a hurting on your ability to accomplish the mission, not to mention getting home after the battle.
We will not be following the current game design fad by loading up the game with all kinds of vehicles that you can jump in and instantly become a one man armor offensive. There are a lot of examples of that approach available right now in the marketplace (some of them very fun and some not so fun…) Overmatch will include vehicles and heavy weapons in a limited way that keeps the game infantry-centric for the players, offers mobility and access to items that can’t normally be carried around, and expands the types of encounters players will have on the battlefield. You’ll need this as the enemy will have some pretty heavy hitting weaponry on his side aimed at you.
In the long term (past Overmatch), I think it’s fair to say one of the underlaying goals of the project is to continue to expand the battlefield playspace and to make it more and more represenative of the Army experience while keeping the game in tune with the realistic paradigm that has been successful for it so far. Since the Army has such incredible ability to be anywhere with whatever firepower it needs to fight and win, this is going to be an ongoing challenge for us devs.
“[Dev wrote
AceKilla”]Expect to see several useable vehicles in ‘Overmatch’. They will be designed to be as realistic as possible (yet still be fun) and their use in-game is designed to closely resemble the way the real U.S. Army uses these vehicles.
“[Dev wrote
blaster5k”]Since Overmatch will offer a new mode of play, it’s safe to assume that there will be new scenarios for you. What they will be, or how many, I’ll leave it up to you to wonder about. 🙂
“[Dev wrote
skyhuntr”]The SF variant of the HMMWV will appear in Overmatch in 2005.
“[Dev wrote
nXain”]The Stryker will not go into the public of “America’s Army” until after version 2.3, “Overmatch” (to be released next year.) That release will introduce heavy weapons and vehicles to the game. More infomation on future releases and included features will be released during development later this year. //NOTE: old post – shift it to 2.4//
“[Dev wrote
Cyan”]The version Overmatch will include a much more robust implementation of AI than America’s Army has seen before, and will most likely work in the co-operative mode. AI is not something that can just be made quickly and takes a tremendous effort. A lot of design and quality control goes into getting AI seamless and implementing it in such a way that the outcome is a quality, bug free, realistic and immersive experience for the player. It may be implemented differently per level depending on the design most suited for that level.
“[Dev wrote
skyhuntr”]Overmatch will be running on the UT2004 code base. This code base includes Unreal VOIP technology. We are alreasy using this for America’s Army Government Apps. Real Special Forces soldiers are now using this to train. We will be doing a lot more testing to ensure it works as we want it to for the Overmatch release.
“[Dev wrote
skyhuntr”]Overmatch will be coop multiplayer running on the UT2004 code base. AI has been a part of AAGA releases in 2004. We are adding to this capability. We have our own ideas on what consitutes best in class AI.
“[Dev wrote
skyhuntr”]At AAGA, we are creating vehicle code for the America’s Army “platform” that includes realistic physics, multiple crew positions, sophisticated damage models and weapons ballistics. We have alrady modeled GMV Hummers, Toyota ‘Technicals”, Strykers, BTR-60’s and T-62 tanks. You will see the first iteration of this in the public game in Overmatch. OM will be running on the UT2004 code base. For a preview, check out the Onslaught maps in UT2004. We hired the Lead Programmer that wrote the Onslaught code for Epic Games and he is working with the rest of our team to pump up the experience with regard to military realism.
“[Dev wrote
skyhuntr”]Artillery will appear first in Overmatch. It already appears in the America’s Army Government Training Applications used to train our soldiers. Enemey Mortars were included in a recent application delivery we made to the JFK Special Warfare Center and School at Fort Bragg.
Overmatch will be running on a new version of AA built on the UT2004 code base. Because we are adding vehicles, Javelin missiles and the like the maps will be pretty damn big. They are being created in our shop (AAGA) now.
“[Dev wrote
nXain”]The Overmatch release will only have AI for co-op game play and possibly new training levels. The AI we’re currently working on is very far from what comes with the Unreal SDK. It also focuses on AI as a coordinated military unit, rather than the individual bot level. We’re been pretty ambitious with our end goals and are not creating just another set of elablorate scripts like the kind that have become so popular with FPS games lately.
We won’t be stopping there… the plan is to continue rolling in new technology, increasing the functionality of core systems, and to expand the game play (including the single player experience.) One of our core development goals has been to jump to the next level of technology rather than following the crowd.

Future Maps and Trainings:
– !!! Dock Assault !!!
– SF Extraction, SF Hospital XE, SF Sandstorm XE
– Hanklin Live Fire Range /Stryker Training/
– Language Training, Special Forces Advanced Urban Combat Training, SF Weapons Familiarization (Training in Q-Course)

Current beta version is 2.4.23 – Not accurate all the time

Weapons:
M4A1 Sopmod – laser, flashlight, thermal scope (ANPVS10), ? bayonett ?

“[Dev wrote
AceKilla”]Unfortunately, you most likely not see the M4A1 SOPMOD side rail mods in this version of the game. However, they can likely show up in a future ‘next gen’ version of America’s Army. We experimented with side rail mods for a while and we found that they were going to take a ton of development time to do right while not really doing that much for the player in-game.
“[Dev wrote
technoloG”]We would like to redo many of our older weapons. This means not only graphical and animation updates, but functionality updates as well. We have access to some of the most realistic information from the U.S. Army, which we use to design all aspects of our game. So, if the M249 is moddable in real life, you can be sure that it will make it into America’s Army at some point.
“NyTimes” wrote
“In the next-generation version of the game we’re going to have the new 249,” Aubuchon said to Sergeant Davidson, referring to a type of machine gun. “And it will have the new Picatinny Rail on top, but do you know if that uses the ACOG?” ACOG is the Advanced Combat Optical Gunsight, but it is apparently not best suited for the 249. “Well, the ACOG is used mostly on the M4, not on the 249,” Davidson replied. “On the 249 you would normally use an M145,” another kind of gun sight.

– 3D-Ironsights for all weapons
Remington 870 Shotgun, MP5SD6 & CZ-61 “Scorpion”

“[Dev wrote
Kermit”]We added some stuff for the MP5 awhile ago, as a test, but then decided against adding them – kind of like what happened with the shotgun. That’s not to say we’re never going to add the MP5 or the shotgun, just that we’re not working on it now, so don’t expect it in the next few releases.
“[Dev wrote
Psychopod”]No MP5. Not now, not for a long long time, if ever.

Door Breacher – explosive charge to open doors
BDM – shoulder-fired bunker demolition muniton
XM25 – XM25 Air Burst Assault Weapon (AAFA – Future Application)
Javelin – man-portable, shoulder-fired, anti-vehicle weapon (AAFA – Future Application)
TALON Robot – all-terrain, all-weather, radio-controlled robot to destroy explosive devices (AAFA – Future Application)
– About PDM

“[Dev wrote
Pye”]The PDM was removed.
This is a weapon that is being phased out by the Army. It did not make sense to spend the development time and resources to implement a weapon that is being removed from use. What we had in the game before was far from finished and in order to complete the work on it we would need to devote more time and resources to it than we had available.

Vehicles:
Stryker Interim Armored Vehicle, HMMWV (Humvee)
Apache Helicopter
– ? Jeep & M2/M3 Bradley IFV/AFV ? (found in the texture files)
UH-60, FMTV and HMMT trucks

“Jerry Heneghan” wrote
We are also adding FMTV and HMMT trucks. Our government applications will also soon have UH-60 helicopters for troop transport.
“[url=http://www.tribnet.com/news/story/4688858p-4641274c.html wrote
Tribnet.com“]Chambers and Heneghan said their team is looking far down the road, beyond Special Forces, even beyond Stryker, to the next version of the game. They talk about many kinds of vehicles that could be included and smile slyly as they allude to aircraft.

Other:
– Nade loadout changes are being discussed to find the best sollution to keep AA realistic:

“SitRep” wrote
A final note on grenade allocation on certain maps (yes, we do read your feedback in the forum!) We’ve gotten a lot of feedback from the Community regarding your concerns of “nade spamming” and the impact this has on gameplay. We concur. While the grenade loadout changes in AA:SF (Downrange) are consistent with this feedback, it should only be considered as an temporary fix. In the interim, we are devising solutions that will render impotent the issue with “nade spamming”. More to follow…

– Single player componenet:

“Phillip Bossant” wrote
We are seriously interested in making a single player and cooperative mode part of the America’s Army game. We have always felt that this would be a very natural and desirable addition to the game. They would certainly lend themselves well to communicating Army Values and provide players with a greater variation of game play objectives and styles. First we would have to implement a decent AI system of course but we are exploring this and would like to see these playing modes in future iterations of the game. The Overmatch release will feature our first advances in this area.

– Stryker:

“[Dev wrote
nXain”]The fully functional Stryker will not make its debut until sometime in the future (most likely after release 2.3.) //NOTE: old post – shift it to 2.4//

– In-Game Voice Communications – VOIP (Voice Over IP):

“[Dev wrote
Kermit”]It is something we would like to add in the upcoming release. However, we haven’t yet looked really in-depth into how the UT2004 VOIP stuff works. Assuming that getting it working is not more difficult than we estimated it to be, we will have it done for the next major release.
“[Dev wrote
AceKilla”]VOIP is something we defintely want to see in America’s Army soon. And yes, it will contain all the standard voice chat features (such as: muting players, ‘dead’ channels and ‘alive’ channels, etc.).
“[Dev wrote
AceKilla”]We hope to have this ready by v2.3. It will bring teamwork and in-game communication to a whole new level. The VOIP implementation will feature all the standard features you would expect, such as muting players, separate channels, no ghosting possibilities, etc.
“[Dev wrote
DJ-MonkeyBoy”]In the near future adding voice over IP will greatly enhance teamwork, but we still hope to add more. We are considering other incentives as well.

– Game Engine & Physics :

“[Dev wrote
AceKilla”]We are currently finishing up the laborious code merge to the UT2004 game engine (UE2.5 or UnrealEngine2.5). This new code base to America’s Army will be debuted in v2.3 and will inherently bring with it game optimizations, bug fixes, new features, etc. For example, in our preliminary testing, in some cases we are seeing almost double the frame rates on some maps. During this code merge we are revisiting several of the games core components, i.e. the game’s UI (user interface) is being totally rewritten. The minimum system specs for AA v2.3 will not increase and in fact the game will most likely run better on most systems than before. A little background on Epic Games Unreal Technology: We started the game using the UE2 (UnrealEngine2) which was unfinished at the time of the game’s original development for AA v1.0. We then performed a code merge into the UT2003 code (which was an enhanced UE2) for AA v1.6. We are now integrating the game engine with the UT2004 code base (UE2.5) for AA v2.3. However, when we start development on the UE3 game engine, we will not ‘merge’ the code from this engine. We will have to start from scratch to build a new (and very improved) America’s Army game.
If and when we build an America’s Army game on the UE3 (UnrealEngine3) game engine – it will be a totally new game from scratch. That game engine is going to be far advanced of what we are currently using that you could not simply ‘port’ the game over to that engine. Yes, this will include all new textures, models, maps, etc.
“[Dev wrote
Kermit”]As of SF Downrange, the Karma physics engine has been integrated in the game and is being used for ragdoll physics. In future versions, we may be using the Karma physics engine for other things, such as for realistic physics to background objects, and maybe even for adding drivable vehicles to America’s Army.
However, the company behind the Karma engine is no longer in business, so Epic has partnered with NovodeX AG to provide the physics engine for the next generation of the Unreal Engine (UE3). This will not affect America’s Army as long as we are working on the current Unreal Engine (UE2.5). As soon as we begin development on a version of America’s Army that uses UE3, naturally we will begin to use the NovodeX physics engine.
“[Dev wrote
Cyan”]Karma Physics was introduced and released in the Downrange patch and has been a success from the feedback I have seen from the community. It does not seem to affect frame rate or slow down the rendering of the game at any time and we have gotten a lot of praise for the quality of the effects of Karma in America’s Army. There are currently no plans to add Karma Physics to every object in the game, however, it is possible that we may implement Karma with some selected objects other than bodies.
“[Dev wrote
Skippy”]A version of AA running on UE2.5 (UT2K4 technology) is in the pipe. In fact, our betas had a preliminary version a couple of weeks ago. The team is making the conscious effort to rebuild stronger than before, though, and we don’t expect it to affect our long-term goal of bringing you a 3.0 version in 2006.
“[Dev wrote
Sabu”]AA ver. 2.3 is on the UE 2.0 code
AA ver. 2.4 will be on the UE 2.5 code
UE 3.0 is farther down the line.

HOT VIDEO: UE3 ShakyCam GDC Movies

– Dynamic Weather:

“[Dev wrote
Psychopod”]The UT2k4 engine merge gives us Xemitters which will allow cool weather effects. We’re working on implementing them now in certain maps.
“[Dev wrote
technoloG”]That is a great question (re: dynamic weather). However, it would be sowe work to make it change each time you play.

– Improving ‘Personal Jacket’:

“[Dev wrote
AceKilla”]As developers we definitely want to explore integrating more ‘RPG elements’ into a First-Person Action game. The U.S. Army experience provides a great template for us to use in accomplishing this. The ‘Honor System’ was the beginning of this and we want to expand on that system. Eventually, we would like your game experience as a specific MOS in-game to closely mirror your experiences, skills, and responsibilities to your team as they are in the real Army. Due to the complex infrastructure that needs to be in place in the game code to support these features, most of these game features will most likely show up in our future ‘next gen’ versions of America’s Army.
“[Dev wrote
technoloG”]The immediate answer is no; however, we would like to implement this feature in the future. Many of these new features have been in design at some point. It’s just a matter of priorities: we have make decisions on what to focus our efforts on for each release. While we cannot please everyone with every release, we do our best to balance out new features with tweaks and updates.

– Random Spawn + A.I. (Artificial Intelligence)

“[Dev wrote
AceKilla”]Random spawn points, random objectives, and even roaming AI civilians are all features on our wish list too. America’s Army is not going anywhere, so I’m hopeful that these features will make it into the game at some point in the future.
“[Dev wrote
Skippy”]The 2.4 maps take advantage of the new UT2K4 technology and some of the new features we’re working on, like random spawn points (still only one spawn per mission as with all AA gameplay) and random mission objectives so Assault and Defense cannot predict the best way to accomplish the mission.
The maps with the XE at the end are older maps which we are experimenting with retrofitting in some of the new v2.4 features such as random spawn points, random objectives, and carryable objectives!

– SF theme:

“[Dev wrote
AceKilla”]We are still currently developing with the SF theme (it hasn’t even been a year since we started on SF). So you can expect v2.2 and v2.3 to continue and possible complete the America’s Army: Special Forces theme. However, we are not opposed to creating more Ranger, Infantry, and Airborne maps in the future. In fact, we love those older missions too, and those units are equally important in the Army as well. We would also like to do another SF-Exclusive map in the future too.

– Bipod on edges:

“[Dev wrote
AceKilla”]Never say never….
Resting bipods on objects while standing or crouched is a feature we would love to see in the game too. It’s not on the plate for v2.2, but that certainly doesn’t mean it will never be in AA.

– Modding AA:

“[Dev wrote
AceKilla”]We have been discussing releasing the map editor for some time now. However, no final decisions have been made yet. We would like to release it eventually, but it must be handled with sensitivity to many issues. We need to make sure there are security features in place to help protect the U.S. Army from being ‘officially’ represented by user made content. We have some ideas on how this could be accomplished, but they need to be fully flushed out. If we did release the map editor, it might be released concurrently with a community map making contest – where maybe the winner’s maps are made ‘official’?
“Phillip Bossant” wrote
This is something under consideration at the present and we all feel that this would be a positive development. There are many details to work out before such a thing could take place but we are exploring this possibility.

– Footprints:

“[Dev wrote
Kermit”]Actually, I think footprints would be pretty cool 😉
We actually at one point started working on some code to add footprints, but it never got completely finished.
To be honest, footprints really wouldn’t be that hard, and most systems really wouldn’t suffer much performance penalty if we did add them…but there are a lot of cool little things that are like that, we can’t do them all 😛

– Jungle Map:

“[Dev wrote
Psychopod”]Due to the technological constraints of the unreal engine, a jungle map is the absolute hardest style of map we could try to make. Trees & foliage require us to use alpha mapped textures for the leaves and branches. Whenever you can see through an alpha mapped object to another alpha mapped object, you get overdraw, which is effectively re-rendering that texture and everything past it.
A jungle has lots of trees & foliage. It would create too much overdraw and the framerate would be totally unacceptable. For an example of how trees can slow down FPS, just play some SF Arctic. We really pushed our limits on that map with tree count, and the number of trees in there dont compare to what we would do with a jungle setting. Arctic’s framerate would be significantly higher without trees.
Bottom line: Trees & foliage are too much fo a resource hog for us to make a jungle map at this point in time.
Maybe in the future. The Devs would definitely enjoy making one.

– New branches:

“[Dev wrote
DJ-MonkeyBoy “]Depending how long the project goes it may eventually include all major branches, but for now we will stick to what is already in AA and hope to add other infantry units such as mortar teams. We will probably add vehicle branches when applicable. We will have to go one step at a time since each division takes a lot of work.

– Official Tracking System:

“[Dev wrote
AceKilla”]We have started some development on an integrated stats tracker; however with an entire back-end infrastructure necessary to support this feature, it will still be a while before this is totally implemented. As far as what we can track – that is really up to what we want to track as every single event in the game can be recorded and logged. From every shot fired to every objective taken. It simply becomes a matter of which events we want to parse out and display.

– The console version of America’s Army:

“[Dev wrote
Kermit”]The publisher UbiSoft, known for their excellent First Person Action games such as Rainbow Six, Splinter Cell and the rest of the Tom Clancy brand, have signed a contract with the Army to develop and publish a console version of America’s Army. This version will be based off of the original code, maps, and art assets of the PC version, but will have a number of new features to better fit the console platform and audience.
I can also tell you that I know the team that UbiSoft has developing the console versions, and they would have been my first and only choice to do the job. When we met with them to discuss what they were going to do, everyone here was really excited about some of the ideas they had, and how well they understood the Army brand. In fact, more than a few of the ideas they pitched are things we’re thinking of bringing over to the PC version at some point.
We really think that the console versions are going to help expand the America’s Army brand tremendously, introducing a lot of people who don’t have access to gaming PCs to the game, and to the Army. We’re also excited about the cross-pollination of ideas that we’re going to get, and are getting already, with that team.

High pings & Lag?

“[Dev wrote
AceKilla”]I want to set the record straight about players with high pings causing lag – this is a MYTH. It is impossible for a player regardless of how high their ping is to cause server lag for everyone else.
I will spare you the technical details, but it has to do with the UDP protocol used for network transmissions in the game, and the Unreal Engine netcode specifications. Please do not votekick anyone with a high ping off a server because someone thinks he/she is the cause of the server lagging.
“[Dev wrote
Skippy”]Here’s a primer, offered to all the would-be UDP experts who think it’s OK to kick high-ping fellow players:
http://isp.webopedia.com/TERM/U/User_Datagram_Protocol.html
http://isp.webopedia.com/TERM/C/connectionless.html
So by definition a server using UDP to send updates to all players generates no more lag for a high-ping player than for a low-ping. Of course, the high-ping player’s experience is lagging behind everyone else’s… which means they get screwed more often than the rest of us.
And we should want more of them, not fewer of them. 🙂

SitReps schedule

“[Dev wrote
AceKilla”]Also, I would like to comment on SITREPs schedule. We originally proposed to have a SITREP every two weeks – this was a goal, not a finite guarantee. We do apologize for any confusion this has caused among the community. We still strive to hit that goal, but its not always going to happen every two weeks on the nose. Preparing a SITREP takes a lot of effort on the part of the developers and the Army, and many times we just have to sacrifice that time for other tasks with higher priority (such as preparing for a release, standard development, fixing game problems, etc.)

Hacking & Cheating

“[Dev wrote
skyhuntr”]To the Player Community:
Devs at AAPA & AAGA are currently working this issue. I am privy to the efforts going on behind the scenes and they are extensive. We expect that you will see the results of these efforts soon.
In the meantime, please follow the procedures described in this forum to report known or suspected problems. They will be dealt with accordingly.
Hang in there, please be patient for a little while longer…the CAV is on the way.

Thx to everyone who tried to add more info! Hooah! 😉
* Special thx to: Eternal_Thompson_Gunner, xStainDx and sailor1 and the mods.

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