The Last Great War

Munro

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Halflife2.net: The Last Great War is written on your website as "a realistic
first person shooter based the most anticipated game of 2004, Half-Life II." Judging
from this statement, will The Last Great War be set in the Half-Life universe or
will it just be run on the Source engine?
Mith: It'll be powered by the source engine technology, the same technology
that powers Counter-Strike: Source and Half-Life 2. Essentially though, LGW will
be a Half-Life 2 Modification the same way Day of Defeat is to Half-Life 1. LGW
won't draw any story elements or characters from the Half-Life universe. There
will be no gravity guns or combine.
Halflife2.net: The first release your team has coming is the Pacific Theatre
of Operations. What can you tell us about that concept?
Mith: The Pacific Theatre of Operations in World War II involved Allied
forces pitted against the Empire of Japan. Hollywood only tells us the story of
the US Marines island hopping throughout the pacific, and while LGW will cover
some of the island hopping campaign, we'll also tell more of the untold stories
in the pacific. Japan's goal was to push western influence and western colonies
out of the Pacific. This also brought the Russians, Australians, Canadians, and
British into conflict with Japan. You'll be seeing some of the battles they fought
against the Japanese as well. The pacific will be a welcome change from the European
feel of Half-Life 2. You'll be fighting in the jungles of the pacific, on the
islands of the Philippines, or even in the ocean with the possibilities of naval
battles.
Halflife2.net: According to your website, The Last Great War has three game
modes planned. What can you tell us about them?
Mith: We will have a simple mode of TDM and Capture the Flag, but the heart
of LGW is going to be found in one game type: Attrition. Attrition is built to
offer a more realistic depiction of the combat experience with frontlines, a rear
zone, and supply lines. The team's objectives are clear-cut, but your options
become more dynamic when you get down to the squad level.
Halflife2.net: In a time where war mods are so commonplace, what do you think
will make The Last Great War stand out?
Mith: The Last Great War started just at the start of the wave of these
war games, so we're stuck with the ongoing cliché that war games are getting old.
On top of the game type, Attrition, which we feel to have a lot of potential,
we also hope that our content area and focus can also draw in some new interest.
In the pacific, there are many elements we'll be including that have never been
covered before, such as British, Canadian, and Australian ground forces in the
Pacific with maps like Kokoda Trail, Singapore, and Hong Kong. We wont promise
anything for later theatres yet, other than we hope to fulfil our original goals
and perhaps cover every theatre, from the beginning.
Halflife2.net: The three classes, Assault Infantry, Support Infantry, and
Armour Crew, all sound interesting. What can you tell us about those classes and
will there be vehicles in the mod?
B0B: Assault infantry are the backbone of any army. They are flexible enough
to be assigned any task so long as there are enough of them with appropriate support.
They are the first into an area and often the last out, responsible for anything
from assault to occupation. They're armed with a wide variety of weapons well
suited to mobility while possessing a fair amount of firepower. They rely heavily
on each other in combat, making use of suppress and move tactics. Players can
select to play as a number of assault infantry specialists, such as medics, field
recon, or combat engineers.[br]
[br]
While the medic is expected to do his part as a rifleman, he is primarily responsible
for treating those injured in combat. Medics can not fully restore an injured
soldier to perfect health, but they can keep injured soldiers alive on the battlefield
and possibly bring them back to combat ready status. Medics can also heal small
wounds on themselves, however extensive injuries require the assistance of another
medic to treat. You can read up on the stamina system to get a feel for what it
is exactly the medic can do. Healing other players will also involve a VGUI mini-game.[br]
[br]
Combat engineers are highly trained specialists. They're also some of the only
people whose job isn't primarily to shoot at you on the battlefield. Very useful
for precise demolitions work and laying mines, as well as constructing fortifications
and disabling enemy mines. Not heavily armed, but loaded down with a lot of equipment
regardless. We'll be making a lot of use of the VGUI system to make laying and
disabling mines as well as setting and disabling explosives either 2D or 3D mini-games,
adding a nice change from the traditional "hold the button to set the bomb".[br]
[br]
Everywhere and nowhere at the same time, recon specialists are an army's eyes
and assassins. Armed with long range rifles or short range personal defence weapons
as well as binoculars and field radios, recon specialists are responsible for
providing an overview of the battle for everyone else. They are capable of directing
artillery fire, calling in reinforcements, directing bodies of troops, scouting
enemy movement, and eliminating specific individuals from a distance as well as
providing sniper support for a body of troops. Possibly the most training intensive
and demanding of all specialties.[br]
[br]
Support infantry provide heavy weapons support for assault infantry. They're not
particularly mobile, but once they get themselves set up they can lay a formidable
base of fire. They excel in both offensive support and defence. They consist of
heavy machine gunners, flamethrower infantry, and mortar infantry. Although not
infantrymen by nature or particularly threatening alone on the battlefield, armour
crewmen operate the tanks combat vehicles that can turn the direction of a battle.
While anyone can operate trucks or jeeps, only armour crewmen make up the crews
of the more deadly combat vehicles.[br]
[br]
We'll be seeing a pretty wide variety of light and heavy armour; in fact just
about every armoured vehicle seen in the theatre of operations. Vehicles will
be operated by multiple players and can have players riding on top also. Armoured
vehicles won't be invulnerable, but on the same note they won't be taken out by
only one or two anti-tank weapons. Aside from armour, we'll be seeing jeeps, motorcycles,
and trucks. These basic vehicles can be operated by any player class.
Halflife2.net: Since this is a war-based mod that focuses on realism, from
what sources does your team get their inspiration?
Mith: We have a full department of researchers and historians to find what
the artists need to make the content, but most LGW Staff Members work on the mod
because they like the time era & online games. Inspiration comes from many sources,
from films to books to other games.
Halflife2.net: Tell us a little bit about where your team's background comes
from. What communities where your team members apart of previously (or currently)?
Mith: The Last Great War started out very small with a team of less than
five, as a simple weapons mod for Jedi Knight II: Jedi Outcast. The team as it
stands now consists of roughly thirty talented artists, coders, and mappers who
come from all over the world, and from many former mod projects.
Halflife2.net:On your website, you describe the combat system being planned
for The Last Great War. How will you make that transition of realism to arcade-like
gameplay?
B0B: We actually plan on featuring as much realism in LGW as possible,
but it won't compromise gameplay. We'll be keeping crosshairs in game, but they'll
only serve as a reference to the centre of the screen. In fact, we'll be keeping
a minimal graphic interface, but the interface we provide will give the player
most of the information available to soldiers in combat. One of the few exceptions
we'll make to this rule is rally points for fire teams; they'll be visible in
game in order to make the player really feel like they're part of a fire team
as opposed to "just another player tagging along".[br]
[br]
We plan on throwing a lot of visual distractions at the player as well. There'll
be a lot of shrapnel, kicked up dust and dirt, and smoke to obscure the playing
field. On the same note, we'll be knocking the player around a lot in game too;
concussive force will knock a player a good distance away flat on his back and
getting hit could take a player to the ground (without killing him). Of course
we'll be featuring realistic recoil and aiming and realistic bullet and shrapnel
ballistics.[br]
[br]
One of the biggest changes we'll see is the formidability of fighting an enemy
that's "dug in". LGW will be one of the first games to prove that a disorganized
frontal assault can't rout an enemy out of a fortified position. Fire team leaders
will have to work with their teams to suppress enemy positions, move their teams
under cover fire, and bound on positions with reliance on fire support.[br]
[br]
Aside from simply the class system, the team will be broken down into squads and
fire teams. There will be a server set number of squads, which will be divided
into fire teams. Squad leaders will be responsible for coordinating the overall
assault using their fire teams, and fire team leaders will be responsible for
coordinating movement of individual players. There will be typically three to
six players per fire team, and two to four fire teams per squad. Squads and fire
teams will consist of a mixture of classes.
Halflife2.net: One aspect that I found particularly interesting is Smart
Voice Command (SVC), tell us about that please.
Mith: SVC was a pretty nifty & simple concept brought about in the very
early days of development. Most games at the moment have a series of root keys
and command menus. While LGW will still have those, we're presenting another possible
option to increase communications and teamwork between players. Just like the
site says "We plan on making a hotkey you can press that shouts out a voice command
by pointing your crosshair towards a target. For the example, let's say the hotkey
is X. You see a Canadian Bren Gun position in a balcony down the street. You press
X and a voice command will play based on what the SVC script picks up."
Halflife2.net: In conclusion, where do you foresee the future of The Last
Great War and what do you think your team needs to accomplish to meet that eventuality?
Mith: We've got a great team full of talented individuals. We're still
looking for some more talented & willing staff members to contribute to the progress.
We're well on our way of planning out and building up to our first public release,
beta 1.0. I see a great future ahead for this mod, and am very proud at how far
it has come since it began.
 
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