
Wat nieuwe screenshots en een interview van Frank delise
Interview with Frank DeLise
1. How far along has the development for Frontlines: Fuel of War come?
Right now we are getting ready for a "select" beta group. Then later this year we will open it for open beta. So the game is really shaping up and we are getting excited to roll it out.
2. Can you tell us the reasons behind the game being delayed?
We felt for a new franchise it was better to launch the product after the holiday rush and let the dust settle. This gave us a little more time to polish the product as well, which is always a good thing.
3. Can you reveal more information about the maps that can be expected?
The diversity of the maps is really great in Frontlines: Fuel of War. We actually have maps that range from 8 players to 32. We felt this was better than taking large maps and trying to scale them down to be fun with fewer players. This means there are maps that have an amazing amount of detail setup for infantry and large scale open badlands for large tank battles.
The types of regions in the maps range from small villages in dense foliage, open oilfield and refineries, rigid mountain tops of Turkmenistan, dense cities and even night time maps.
Here are some of the maps:
Oilfield - Tank Battle.
Invasion - Western Coalition led helicopter invasion of a city.
Mountain Top - An uphill battle for Western Coalition against a Red Star Alliance base on top of a mountain.
Borderline - Large scale border within the mountains feature all out war.
Solarfarm - Large scale war in the badlands.
Village - Small mud hut village, featuring buildings that can be leveled to the ground.
There are more, but we will be releasing more information on maps at a later date.
Frontlines Fuel of War Screenshot
4. It was previously stated that the amount of players in a server is still being tested. Has a decision been made as to what the player amount will be?
We haven't released a final player count, but we have had tests with over 50 players without a problem.
5. With the game being delayed until 2008, can the public assume that there will be an open beta?
That is the plan.
6. What has been one of the challenging things you have encountered when developing this game?
The biggest challenge has been the amount of content. The game has an amazing amount of detail and content, from a full single player game to an insane multiplayer game. We are really excited about the quality and depth the game is reaching.
7. Since Microsoft has announced Live Anywhere for the PC. Has a decision been made to support cross-playability between the PC and Xbox 360 using Live Anywhere or a different method?
We will not be supporting Live Anywhere this go around. We are waiting to see how well the platform does before jumping on board.
8. Can you tell us some of processes your studio is going through to ensure that the game will be balanced and bug free as much as possible?
We have playtests throughout the week as well as exploit tests where we try and ruin the game. We also have Relic, a sister company who has a great balance team for the RTS group. They are helping us find and balance issues as well. We are taking it very seriously, especially given the amount of options you have.
9. You guys seem to have a lot of focus not just on multiplayer but single-player as well. What would be the estimated playable hours for single-player?
Single-player will have over 10 hours of gameplay; however the game is also designed to be non-linear. This means you can play through in very different ways each time. So in reality, the SP gameplay can be will over 30 hours in replay.
10. As this game has been in development for awhile now, can you tell us what basic system requirements you have in mind for the release?
We haven't put it through the full minimum specification testing yet; however we have been running on NVIDIA 7800 cards very well and insane on 8800 cards. As we get closer to final release, we will be testing lower end cards and systems. We put a wide range of settings in the game to support a wide range of graphics cards.
11. Will we be seeing Frontlines: Fuel of War on DirectX 10?
Not on release, Unreal 3 however is moving to support it so we will likely enable it in the future. We will be shipping as a DX9 title, but graphically I think you will be very impressed.
Frontlines Fuel of War Screenshot
12. Can you elaborate on the differences that players will see between PC and console platforms? Such as there was a mention that console players will have auto aim to help with their shooting.
The main change between console and PC is the controls. On PC, there is no auto aim. On PC the recoil for weapons is more realistic. Vehicle controls on the console are very different then the PC. The Console has some great third person controls, while the PC is a bit more hardcore first person controls. For the diehards though, we have "No third person aiming" server options.
13. What are the plans in place to combat cheating?
Unreal has a great system for anti-cheat as well as some of our server side tools. We will monitor it closely and chase down any potential problems.
14. Will we be seeing a partnership between the game and manufacturers? Such as Battlefield 2 had a partnership with NVIDIA, Half-Life 2 has a partnership with ATI/AMD.
More to come on that.
15. More and more studios/publishers are releasing special edition versions of their game. Can we expect the same for Frontlines: Fuel of War?
We haven't announced anything yet.
16. Any plans to release a soundtrack of the game?
Yes.
17. How do you see drones affecting the overall gameplay?
Loads of fun, it offers new abilities not typically seen in FPS games. We think they are going to add a lot of new fun to the genre.
18. Will we be seeing maps that have dynamic weather and/or lighting effects such as normal weather to rain or day to night? If not, will the mod community have the capability of doing this effect?
We didn't put any rain for say, but there is some dynamic skies that are very cool. The mod community has full access to create any weather effects. The engine also supports dynamic lights, which are in many of the levels and on vehicles.
Frontlines Fuel of War Screenshot
19. Can you give us more details about the health system that is going to be used?
The health system is an auto health re-generation system. After not being shot for a period of time, your health regenerates for extended fire fights. However in the heat of battle, enemies will go down quickly. You won’t feel like you’re unloading to kill someone.
20. It has been mentioned that players can customize their soldier's tattoos, bandanas, and headgear. Can we expect more customization for their soldier?
We ended up changing the system so it is based on your role. We felt it was better to be able to identify who you are up against. However we are still looking into more customization options.
21. Will this game be supporting multiple core processors? Such as dual-core, quad-core, etc.
Yes, Unreal already supports dual-core and we are working on improvements for quad-core.
22. Will there be a CO-OP mode?
No
23. What kinds of customizations will server administrators be able to see?
The list is a bit long, here are some of them
Role Upgrade Speed
Weapons available per map
Vehicles available per map
Rank Tech Level (Limit how high you can rank up, per role)
Auto-Aim (Console)
Third-person Aiming
Rounds
Timelimit
Friendly Fire
Admin Control
Rank carried over in matches
Autobalance
Etc.
We would like to thank Frank DeLise for taking time out of his schedule to answer our questions. We look forward to the finish product of Frontlines: Fuel of War.

Psst op de eerste pic , he heel goed inzoomen op de achtergrond.. (Bigg ass gun)
Ace Lightning wijzigde dit bericht 22-06-2007 17:08 (98%)