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If a squad of soldiers is travelling across open terrain they will generally follow an easy route if they feel safe and sense no danger around them, they'll walk a well trodden path if available as it's quicker and easier to travel, however if they have a sense of danger or are attacked they will seek a more defensive and less open area of terrain.
An important aspect to the AI is that even if they cannot see you clearly but know what area you are roughly in, they can try to keep you pinned down with suppressive, indirect fire whilst others on their side attempt to flank you in your blind spot.

Also, you won't be specifically targeted ahead of any AI that might be on your side, you will essentially be targeted in proportion to the amount of risk or threat you pose to the enemy, so if they're not firing at you it's quite possible that the enemy AI have decided that you're no great risk - how shameful!
our extensive AI in both characters and ambient life uses an FSM system which can be modified meaning that it's possible for the community to modify or even create new artificial intelligence behaviours.
To that end we've developed a system whereby any number of soldiers can be ordered around simply by holding down the spacebar and utilising the mouse.
Things such as HDR lighting will simulate how your eyes naturally react to moving from being inside a building to going outside, or looking at an enemy that has the sun behind him will negatively affect your vision which means that you have to consider your position, the enemy's position as well as the sun's position when attacking. It's not just a case of parking your backside on some hillside and having a tactical advantage.
An single-player demo and an multiplayer demo are planned and will most likely be released PRIOR to the full game going on sale.


Atrox zei:Damn, da ziet der echt nice uit, eindelijk geen lege vlaktes met wat huizen!
Kben wel benieuwd naar de aanbevole specs![]()
