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MechWarrior 4
by Raul “Datajack” RodriguezCSIM: What work has been done on the game AI? Will we face a better opponent in MW4?
Mike: The Artificial Intelligence was written specifically for MW4 with constant attention given to the vision of what a 'Mech Combat Simulator needs from AI. The opponents in MW4 will choose the most effective tactic from a variety at their disposal; based on the terrain, opponent, specific weapon load outs, their individual goals, and other variables. The result is not only a better opponent, but a realistic representation of a thinking MechWarrior who is fighting for his life, while trying to take yours.
CSIM: It looks like the multiplayer aspect of the MW series will make leaps and bounds in MW4. Players will be able to host their own MechWarrior servers and play cooperative missions. Could you give us some details on how the hosting will work? Also talk a little about how COMMs is handled for human players during multiplayer games.
Mike: Multiplayer is a major focus for the MW4 Team. We are allowing Dedicated or Non-Dedicated server options and working to make the hosting process as painless as possible. On top of that we will be giving a great amount of control and a plethora of options to ensure our users are only limited by their imagination. We are supporting chat throughout multiplayer, and there are multiplayer specific COMM commands.
CSIM: Microsoft is known for creating open architecture games (like Flight Simulator). Will players have the ability to customize the artwork in the game like the skins of their Mechs? Will and SDK be available for 3rd party vendors to add new weapons and Mechs to the game?
Mike: The game will ship with a variety of skins, Mechs, vehicles, weapons, and equipment from the BattleTech universe. Each of these will be balanced to ensure optimum game play. We will be release a suite of tools for player to use. The complete scope of these tools has not been locked down yet.
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