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Size of serversThe way that we did that is a system of what we call "dynamic combat missions" or DCMs and what happens here is the dynamic objectives that kick off during the course this multiplayer round are based off the player and the rest of his team's actions. For instance, if we have a lot of snipers that are out there, eliminating enemies on the other team, it might kick off a VIP assassination mission, where we actually spawn into the game a bot on the other team.One team's objective is to escort this VIP from one control point to another control point, and the other team has a counter DCM, which is to hunt down and assassinate this VIP. So we actually use bots to accomplish this, it's a bot playing this VIP. We'll never put the player into this role. If one team completes this objective, it rewards them requisition points that they can use to purchase vehicles and deployables and also rewards their team with points that contribute towards their victory towards that particular round
Character upgradesWhen the player actually gets onto the map, we have a wide variety of maps at his disposal. With Section 8, right now we are looking at 8 different multiplayer maps, each with a different variety of sizes. There are variants of these maps that are conducive to 32-player experiences , 16-player experience, so usually we have a large and a couple of small different variants as a result
The rest of the interview can be found here; http://www.destructoid.com/interview-robert-siwiak-producer-of-section-8-133613.phtmlyou can customize different sorts of equipment, so things like hand-thrown grenades, shoulder mounted mortar launchers, jet pack explosives, a knife that you can do a melee attack with. If that wasn't enough, we've given the player the ability to upgrade different modules on the suit. So if you want to take shield boosters so that they last longer in a fire fight, or stealth boosters so that they are harder to detect, speed boosters so that you can run faster, etc. So there's a great deal of customization that are available through the load-out interface.
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