Sie sind auf Seite 1von 4

Copyright Pivotal Games © 2001 Great_Escape_Stats_Guide.

doc

Great Escape Stats Guide


AI Units Stats
Vision
All units in the game use the same vision stats. There is a single base vision distance for the game.
Factors such as alertness, lighting and stance are applied through modifiers. Regardless of the result of
the calculations, there is always a minimum distance that the player can be seen at.

Vision Modifiers:
Alertness Visibility Stance
o Normal x0.75 Light on Player o Crouched x0.75
o Alert x1 Between 0 and 1 o Prone x0.50

The vision is calculated by taking the base vision range, multiplying by the alertness state then
multiplying this by the visibility (the amount of light the player is in) then multiplying this by a (where
appropriate) a stealth modifier then a stance modifier.

Sample Distances (Day, visibility 1/Night, visibility 0.5)


Base Min Distance to Spot Distance to Spot
Distance Distance Unit Crouch Unit Prone
Day 30 5 22.5 7.5
Normal
Day 40 5 30 10
Alarmed
Night 15 5 7.5 5 (min)
Normal
Night 20 5 12.5 5
Alarmed

Player Sounds
All the following make sounds that can be heard by the AI at the following radius:

Player Player Player Player Player Player Player Player Player


Attacks Jump Falling alarm Strangle Running Walking Crouched/ Stealth
up (Per m) off Crawling Movement
See 5 1 100 5 5 3 0 0
weapon

Player Health/Movement
Wound Level % Health Speed of Movement
Light Wounds 75-100% 100%
Serious Wounds 26-75% 75%
Heavy Wounds 5-25% 50%
Unconscious 0-4% 0%
Dead <0% 0%

Human Stats Profile


All units are based on the following profiles (information contained in HumanStat file and Human file)
and don’t vary level to level. The civilian profile includes all units in the game that are non-military
such as workmen or a chef. The soldier profile includes all military units who are not officers such as

Tomas Rawlings 30/09/2009 Page 1 of 4


Copyright Pivotal Games © 2001 Great_Escape_Stats_Guide.doc

goons, ferrets or Feldgrau troops. The officer profile is used for all units such as Gestapo Officers, the
Kommandant and so on while the Elite profile is used for special troops such as Panzergrenadiers.

Unit Type Health Experience


Civilians 15 Rookie
POWs 40 Rookie
Solider 40 Green
Officer 40 Trained
Elite 50 Trained
Player 200 Regular

Other AI Stats
Item Stat
Time before running attracts suspicion 5 seconds
Time guards spend searching for player after loosing LOS 30 seconds
Arrest: Distance from AI unit player is before arrested 3 meters
Arrest: Time after arrest is initiated before the distance above comes into effect 3 seconds
Combat AI: The minimum distance required between the assaulting unit and 5 meters
their next cover point for that point to be valid
Combat AI: Degrees spread to check for potential cover points 140 degrees
Combat AI: Minimum amount of time to spend at each cover point 15 seconds
Combat AI: Maximum amount of time to spend at each cover point 25 seconds
ID Check: The length of time to wait for the player to produce and show their ID 10 Seconds
papers
ID Check: How far away the guard must be from the player before he starts 3 meters
checking papers
ID Check: The length of time the player retains the effective legal status (rank) 30 seconds
of the region they just entered if they pass the ID check
ID Check: The length of time the player has to show their papers to the officer 5 seconds
after they have been asked for them
Searching: The length of time the player has to stop moving after "Halt!" is 3 seconds
called
Searching: Length of time an AI unit spends searching random points if told to 15 seconds
search

Objects Stats
Weapons
The table below lists the most important stats that impact on the game system in Great Escape. Other
stats such as rounds per magazine are accurate to the info in the Jane’s gun guide book. The main aim
with the balancing is that MGs kill a standard AI unit with 1 burst, SMGs with 2 busts, rifles take 3
shots, pistols 4 shots and punching with 5 hits.

Weapon Name Type Damage Shots Per Sound Optimum


Burst Radius Distance
Explosion Type I Scripted Event 100 - 200 -
Explosion Type II Scripted Event 0 - 200 -
2cm Flak 38 AA Gun MG 81 1 100 60
Wellington Flack Gun MG 25 2 100 -
Grenade Grenade 60 - 100 20
MG42 MG 15 3 100 60
Panzerfaust Anti-Tank 100 - 100 60
Sten Mk.II SMG 12 3 100 60
MP40 SMG 12 3 100 60
Mas MLE 1936 Rifle 14 - 100 60

Tomas Rawlings 30/09/2009 Page 2 of 4


Copyright Pivotal Games © 2001 Great_Escape_Stats_Guide.doc

Kar 98k Rifle 14 - 100 60


Kar 98k Sniper Rifle Rifle 14 - 100 60
Luger P08 Pistol 11 - 100 30
Armenius M10 Pistol 11 - 100 30
Webley Mk.5 Pistol 11 - 100 30
Commando Knife Knife 10 - 1 5
German Army Knife Knife 10 - 1 5
Fist Knife 8 - 5 5

Vehicles
This uses a similar stats system to Gulf, where un-armoured vehicles have lots of health and little
armour so they can be riddled with and destroyed by small arms fire and can be destroyed in a single
shot by an anti-tank weapon. Armoured vehicles have little health and lots of armour so they can be
destroyed with anti-tank weapons but not with small arms.

Vehicle Name Health Armour


Front Side Rear
Bike 95 5 5 5
Side Car 95 5 5 5
Truck 95 5 5 5
Staff Car 95 5 5 5
Kubelwagen 95 5 5 5
Armoured Personal Carrier 10 95 80 80
Panzer 3 20 200 90 80
Train 1500 1500 1500 1500

Combat Missions Resources


Level 3
Equipment placed on the level:
Item Number Ammo
Medi Kits 3 -
Kar 98K Sniper Rifle 1
Rifle Ammo Packs 2 5 clips
MP40 1 -
MP40 Ammo Pack 1 2 5 clips
Grenades 5 -

Tomas Rawlings 30/09/2009 Page 3 of 4


Copyright Pivotal Games © 2001 Great_Escape_Stats_Guide.doc

Level 19
Equipment placed on the level:
Item Number Ammo
Medi Kit 3 -
Kar 98K Rifle 1 5 clips
MG42 (fixed position) 1 Infinite ammo
Panzerfaust 1 -
MP40 1 5 clips
Sten Mk.II 1 5 clips

Tomas Rawlings 30/09/2009 Page 4 of 4

Das könnte Ihnen auch gefallen