The aircraft and anti-aircraft mechanics in the expansion, could you go into more detail?
Quinn: In the original CoH aircraft were not very counterable. Every once in a while you’d get a lucky shot off before it dropped its payload. What we wanted to do with the aircraft in CoH was give them a bit of a presence on the battlefield in terms of loitering so they’ll often find a spot on the battlefield and circle and look for available targets and it gives you the opportunity to cover parts of the battlefield with various kinds of anti-aircraft weapons to give yourself some protection from loitering aircraft until you can actually knock them down.
So there’s a little more strategy to using them, anti-aircraft targets become viable before you call in your airplanes – you want to knock out flak trucks and things like that, and also you give them player being attacked the opportunity to move anti-aircraft units in to counter the airplane so there’s a little bit of a window there where there’s a little bit of counterplay that can happen. So that was our approach to it because we couldn’t really do controllable aircraft – they’re too fast, too high up and if you make them controllable they fly around like little kites and they don’t feel scary or powerful they’re sorta like ‘Bhrruhmmmm” (lawnmower-esque sound) and that’s not really that appealing
Certainly when I started out in CoH I found some of the activatable abilities like the artillery confusing and alarming so it makes me happy that there’s at least a degree of counterplay possible now to the aircraft part at least.
Quinn: You actually sorta hit the nail on the head there – some stuff is designed to confuse and alarm you much like real artillery would have done, y’know it definitely gets the tension up.
I presume that all of the armies will have mobile anti-aicraft of some kind?
Quinn: That’s usually a good prediction.
http://www.relicnews.com/articles/relicnews-interviews-relic-company-of-heroes-the-western-front-armies/#gameplay
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