I first want to thank Chuck and the great people here at SimHQ for posting the article.
I can't possibly answer every single question. I really wish I had the time. Many of these answers have been posted over at the Blackfoot forums and there are some great people there. But I will pop in now and again to discuss certain matters that I can talk about. First let me say there are two realities to deal with in game development. What you would like to do and what you will be able to do - what is feasible in an alloted time frame. The last thing we want to do is discuss a feature we have to cut later for whatever reason.
Above all, before discussing features or anything of that nature, let me say that one word will define this game. Grit. There are only two titles I have ever gamed in my life where something happened that hit me so hard, made me so ticked I would not go to bed until I killed the character responsible. This game will hit you like that. Right from the opening scene.
There will be combined arms operations to a degree. But we have to spend most of our time focusing on the Operator on the ground. It is like spending money. We have to spend resources and time and decide what provides the most effective experience for the gamer. But after all, these are Ground Branch Operators.
How you approach firefights is up to you. There will be times where you can't help but get loud. But we are attempting to give the player as much freedom as possible on how quiet and how loud they are. Some firefights can last and due to what is occurring at the moment, some firefights will have an objective that means you have to shoot and move if you are going to get the job done in time. Why? Because that is the way things really are.
I hope no one gets tired of hearing that phrase - "Because that's the way things really are." How come you let people jump in the game. Because that's the way things really are. How come I can't hit anything when I am jumping and get pasted when I bunny hop. Because that's the way things really are. How come you let people pick up enemy weapons. Because that's the way things really are. How come the AK 47 isn't as accurate. Because that's the way things really are.
The engine is set and right now I can't say anything due to licensing agreements.
I have been an SF Operator for 20 years and never had my personal weapon jam. Not once. Most Operators have had similar performance records. Now pick up an enemy weapon? Well what are the standard conditions for weapons in that area of the world. What is the level of training and resources of the people from whom you took the weapon? I have seen brand new AK74s that didn't have a front site post.
There will be physical reactions to conditions and it will impact performance. Running, jumping, shooting. Psychological effects are not something that are usually prevalent. Not in the stress sense. When you are focused on what is happening it doesn't normally have a hand for SOF guys at the time. Remember, as a player you are an Operator, not some green kid and we intend to give you the tools and abilities of an experienced individual. While I am discussing shooting, people will finally see a game where full auto doesn't rule the day all the time or even most of the time. It is about precision shooting. Why? Do I need to say it?
WW1 has always been interesting to me. I have an original 1st edition of Raiders of the Deep. But right now our focus is Ground Branch and frankly we are stacked about 5 deep on upcoming titles.
No one plans missions on the way in, ala Vegas. It just isn't done. You will have to make quick plans on the ground as the situation evolves. That is the nature of combat. And bear in mind there is a story driving this game. I promise you you will actually know who you are up against and they will not deteriorate into some faceless bad guys. You are going to want take these people out of the picture...completely. No plan survives the first contact so you will have to make adjustments on the fly, but you will also have an overall plan.
We hope to have Co-op mirror the SP campaign.
In the real world there is no such thing as a cover system. There are mechanics that allow you to use a piece of natural formation or a manmade obstacle as cover. We will give you the mechanics to do this. There is no 3rd person and certainly no back to the wall unless you are dumb enough to do that,
Yes Virginia, cornering actually exists and you can do hi/low.
I am not sure on the random enemy placement yet. That isn't a yes and it isn't a no. It is merely an I honestly don't know. Personally I am hoping for some randomization even in campaign replays!
Also I think you are going to find MP to be a blast as we have more than just Deathmatch. We don't have capture the flag because I have never seen that in the real world. Look, that tango just stole the flag from our firebase. Yeah, that happens. Instead we have a realistically driven set of game types you will love. Anyone here know how to drive a bulldozer? And no, it isn't what you think ha ha.