Search results
Results from the WOW.Com Content Network
Throughout most single-player missions, the player is assisted by an AI squad member to whom commands and orders can be issued. In-game, the player can transfer to the perspective of a squad mate and play the game from their standpoint. There are two types of enemies in the game: North Vietnamese Army soldiers and Viet Cong guerillas. They are ...
During development, which started in late 2007, the game was known as Last Stand. [12] The development team were aiming to create a standard tower defense game but in 3D, downloadable and with high production values. [12] The game was created by Mark Terrano, the lead designer of Age of Empires II: The Age of Kings, and uses the Gamebryo engine.
A tank behind a tall hill would not be able to see an enemy tank on the other side of the hill. Therefore, the first tank does not have a line of sight to the enemy tank. Conversely, a squad of soldiers atop the hill may be able to see both tanks, though the tanks may not be able to see them (since the tank's upward line of sight is limite
Line of sight. Every unit under the player's control can be clicked and forced to display a graphical line of sight representation. The line of sight is sometimes the only way to decide if a unit can see a specific spot or not. The first generation series of games used a concept called "absolute spotting" while the second used "relative spotting."
Line of sight (video games), visibility on a gaming field, i.e. who can see what; Line of Sight (film), a 1960 French drama film; Line of Sight (novel), a techno-thriller novel; Line of Sight: Vietnam, a video game "Line of Sight", a song by Odesza from A Moment Apart; Line-of-sight: Leonardo da Vinci's term for the path that light follows to ...
The game's Essence 3.0 engine introduces a new line-of-sight feature called the TrueSight system, [10] which aims to better emulate troop visibility in real combat. In contrast to overhead visibility seen in other strategy games, TrueSight more accurately represents a unit's visibility range based on environmental conditions and type of unit.
The game features a physics engine which governs projectiles, explosions and wreckage. The terrain is displayed as a 2D raster image but contains height values that allow it to act as a 3D surface. Hills obstruct artillery fire, and, depending on the "line-of-sight" setting, height enhances units' visual and firing ranges.
The game features sophisticated cover based combat as well as deployable sandbags and support weaponry. Infantry can take cover and as the environment will block line of sight and projectiles, laying in ambush or fortifying strategic points like bridges or town squares gives a tactical advantage.