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Old 04-13-10, 09:13 AM   #36
haegemon
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Join Date: May 2007
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Devs never, in any release of SH, worked so much in coastal defenses and anything on the ground. It has to be worked from the scratch cos this objects also lack damage model. Some people tried in previous versions but there's so much work and sadly many people is uninterested in everything outside the water.

Personally I think that what gives athmosphere to a sim game is what you can't control. That means AI characters "living", and reacting to triggers like an enemy presence, or a scripted event. I would make three groups:

1. Military -> Bunkers, gun defenses, military vehicles and soldiers which can scramble, report, and attack or defense themselves.

2. Civillians -> Workers and civillians, medics, men and women wich can add live to the scene but should react to triggers like attacks. Scramble, report contacts, flee from air attacks, etc.

3. Inanimate objects an targets-> Buildings which should endure war scars or being destroyed: Oil tanks, HQ, factories, military base buildings, antennas. And vehicles like grounded planes, running trains...etc.


Since the game develops in first person I would make and extra division over the previous three groups. The interactive and the enviroment.

1. Interactive should act the same as the interactivity inside the sub. But as a way to trigger events on the docks and get new missions. For example: I remember a movie where a diplomatic car escorted by two military bikes parks in the dock near the sub, where captain awaits. From the car exits an officer which gives him a packet to deliver overseas.

2. Ambient it's meant to just AI objects which react exclusively to campaign script and its own AI script.

Last edited by haegemon; 04-13-10 at 09:26 AM.
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