Retischal on 31/7/2001 at 00:24
It might add to Deus Ex 2, if there was more in the way of interactive scenery. Especially if that scenery was usable by the player or the enemies to a tactical advantage. This kind of interactive scenery could be used several times throughout the game, and depending on the context they would provide different opportunities / disadvantages.
For example, if there were search lights that swept a darkened compound - the player would have to time his moves between cover (set off an alarm). But, he could also shoot out the search light if he needed to. (Although this would also alert the enemy).
Flood lights could be linked to alarm systems, turning on when the alarm is raised.
Watch towers could be used for sniping from (okay, these aren't interactive).
Bridges could be blown up, hindering enemy pursuit.
Etc.
kostoffj on 31/7/2001 at 18:13
I am just speculating here, but I think the Unreal Warfare engine will feature a lot more environmental interactivity than the old Unreal version. Something I want to see more of is destructable/ deformable environments. Although DX was pretty good in this regard compared to most games.
The search light idea is good.
rhalibus on 31/7/2001 at 19:15
That was actually done to a certain extent in No One Lives Forever; you had to avoid the search lights, but you could shoot them out (although that would alert the guards for some reason :))...
I would like to see a variable meter for throwing force--right now you can't throw bottles far enough to distract guards. You could do a fast click on the TAB key to set something down (like a trophy back on a table) and a longer hold of the TAB key to throw it farther. There would be a small meter (ala the psi meter for System Shock 2) that would measure the force.
On another note--don't play SS2 and then Deus Ex immediately after: every time I hit TAB to bring up the inventory screen I threw my weapon at the guards... :)