Author Topic: AH2 FAQ  (Read 8141 times)

Offline Pyro

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AH2 FAQ
« on: January 29, 2003, 03:02:58 PM »
We’ll update this as we go and eventually put it into a real FAQ format, but this will have to serve as a starting point to get through your initial ponderings.


[/B]What is AH2?[/B]

AH2 is the next generation of AH.  It’s a massive overhaul of our existing game engine with many new and updated systems including graphics, terrain, physics, and damage.  The version number will jump from the current 1.11 to 2.00 when AH2 is released.  

Will Version 1.11 still be supported when AH2 is released?

No.  Version 1.11 will go away when AH2 is released, just like 1.10 went away when 1.11 was released.  We only support the current version of our software, which will be 2.00 when it is released.

Will the system requirements increase for AH2?

Yes.  Our benchmark system for AH2 is roughly a PIII 900 with a GeForce 2.    That is the design limit we are using for nice playability.   The minimum system will fall under that, but we won’t be able to give specifics until we get further down the development and testing road.  The new graphics engine in AH2 will be much more video card dependent, so even if you have a slower CPU, a better video card may be all you need to upgrade.

Are you getting rid of the main arena in AH2?

No.  AH2 will be divided into two branches of gameplay, AH2: Classic – this is just a new name for the arena format that we use today, and AH2: Tour of Duty – a polar opposite of the Main Arena format.

What is Tour of Duty?

Tour of Duty is a cross between a historical WWII simulation and military RPG.  What is so different about it is that it’s not simply an Axis vs Allies free-for-all using WWII equipment in a geographic WWII setting.  ToD puts you in the role of a WWII combat pilot (of course the emphasis is on air-combat, but ground combat will also be included at times) with all the responsibilities and restrictions that comes with it.  You are not just an operator of military equipment, you are a soldier or airman in the military.  That means that everything you do is part of a unit and part of a mission.  There is no free-lancing, you can’t just select a plane and head off to exchange lead with the closest enemy.

Everything in ToD is based on missions.  It’s not necessarily about how many kills you get.  It’s about the successful completion of the mission.  Success will come to those who use teamwork.  With success will come promotion and the additional privileges and responsibilities that that entails.

Think of the classic movie 12 O’Clock High and what it would be like to be in that setting.  That’s what we want to capture with ToD.  It’s not just the combat, it’s the entire experience.  Filing into a mission briefing at 4 a.m., not knowing where you will be going until the curtain falls from the map and the mission briefing is given.  Feeling the anxiety that comes with risking something, the camaraderie that comes from shared tribulations and interdependence, the pure adrenaline rush when enemy contact is made, the utter relief and letdown you feel when your wheels touch the runway, the exuberance upon seeing the results of a successful mission in the post-mission debrief, the pride of getting a second bar pinned on your collar, those are all experiences we want to capture with ToD.


Will there be AI in ToD?

A.I. units will be used in the form of bombers, vehicles, and things of that nature requiring large amounts of units.  


Does the use of AI bombers mean that ToD is for fighter pilots only?

You can be a bomber pilot in ToD.  ToD will be a much more realistic experience for bomber pilots because they will get to fly as part of a large bomber group.  Using A.I. bombers allows us to field more bombers and maintain a more realistic fighter/bomber ratio.  It also insures that missions always run on schedule and do what is intended.