In Battlefield 1942, players enter into the heart of the and fight in almost every major combat theater, including the Pacific, North Africa, the Eastern Front and Western Europe. With the aid of any vehicles the player has available, he must complete objectives on each map against an unscripted enemy AI in order to win the battle. A multiplayer-online game, with up to 64 players on each map, the single-player mode is exactly the same as the multiplayer mode, though the human factor is removed and replaced with super-intelligent artificial soldiers. The player starts in 1942 in Africa and ends in Western Europe in 1945, and must complete each scenario to move onto the next.
Game Description:
Battlefield 1942 strives to give players an action-oriented first-person perspective on the wide variety of infantry regiments, advanced vehicles, strategic maneuvers, and violent battles that came together to turn the tide in World War II. The game is designed to represent nearly every major factor in WWII to some extent, featuring all four branches of the military, conflicts in the Pacific and European theaters, and the opportunity to play as an Axis or Allied force.
Single players enter Battlefield 1942 as noncommissioned "grunts," but progress in rank through successful missions to command full platoons of soldiers and eventually fleets of planes and ships. The online multiplayer game is designed to support up to 64 players in the same 3D-rendered battles. In either mode of play, learning to coordinate attacks in the midst of the chaos can be an important key to victory.
Game play
The gameplay of Battlefield 1942 generally has a more cooperative focus than previous games of this nature, as it is not only important to kill the opposition but to also hold certain "control points" around the map. Capturing control points allows the team to reinforce itself by enabling players and vehicles to spawn in a given area. Consequently, capturing and controlling control points also reduces enemy reinforcements.Battlefield 1942 was one of the first mainstream games to represent a dramatic shift in FPS game play mentality not only favoring individualism, but simultaneously encouraging teamwork and coordination.
The default game play mode, Conquest, centers on the capture and control of control points; once a team captures a control point, its members can respawn from it. When a team loses control of all their control points, they cannot respawn. And if no one is alive, the team with no "spawn" points loses.
Games are composed of rounds. A team wins the round when the other team runs out of tickets. A team loses tickets when its members are killed, but also when the other team holds half or more than half of the capture points on the map. Therefore, sometimes the winning team must hunt down straggling or hiding enemy forces at the end of a round.
Spawn tickets also play a vital role in the success of both teams. Every time a player on a team dies and respawns, his team loses one ticket. Every team starts each round with between 150 and 300 tickets, depending on the team's role (e.g., defense). Teams also gradually lose tickets depending on how many spawn points they control. As a general rule, the fewer spawn points controlled by a team, the more tickets they lose. For a team of 32 on a 64 player map, with 150 tickets, this means a little less than 5 re spawns or deaths on average for every player if they hold their starting spawn points.
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