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  • The US is getting Hollywood's help building a real 'Iron Man' battle suit

    by 
    Jon Fingas
    Jon Fingas
    07.07.2014

    The US hasn't had much success building mechanized battle suits that move quickly and stop bullets, but Hollywood has been dreaming up these concepts for years. Don't they already know a thing or two about designing high-tech armor? Apparently, the US military thinks so -- it's enlisting the help of Legacy Effects, which has built suits for Iron Man and RoboCop, to shape its TALOS (Tactical Assault Light Operator Suit) project. The company is both designing and 3D printing prototype pieces that will give a feel for what the armor is like in the real world.

  • The Nexus Telegraph: WildStar forges a path

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.27.2013

    The latest news out of WildStar's new previews isn't going to quiet people who dislike the concept of the game's path system, nor will it stanch the flow of complaints about the game's art style. Those of us simply waiting at attention, however, found ourselves rewarded this week with a wealth of new information, not to mention the best look we've yet seen at how the paths will work together in action instead of concept. And that's only the tip of the iceberg; Jeremy Gaffney has said so many things that merit unpacking that it's almost impossible to swallow some of the implications. There is, in fact, far too much to unpack in a single week. So I'm going to look at paths and start figuring out everything else next week. I may also gush about the Mechari at some point. It's like GLaDOS, Hal, and Starscream had a kid.

  • The Nexus Telegraph: Walking the WildStar path

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.01.2013

    If you look at the path system in WildStar the right way, it's a pretty limiting system. After all, if path content makes up 25% of your content in any given zone, it stands to reason that there are three paths worth of content you'll never see on any given character. Any zone in the game is made up of 43% stuff you don't get to explore. For those of us who are fond of alts, this is not exactly a drawback. The idea that a zone I've done three times before can still hold new secrets on the fourth playthrough is endlessly appealing. But it can also feel very limiting from the right perspective simply because it does build in some hard limitations. You will never be able to completely clear an area out on one character. If you only want to play one character, you're just out of luck. At the same time, I think this system will grow to be one of WildStar's strengths. So even if you want to just play one character and you wind up playing a single path, there are reasons to be happy about the way that paths work.

  • MIT and US Army crafting uniforms with full-body fiberoptic sensors

    by 
    Jon Fingas
    Jon Fingas
    02.18.2013

    Militaries want soldiers to carry an increasing amount of tech on to the battlefield, but that isn't necessarily convenient -- or comfortable. MIT and the US Army have started early work on uniforms with fiberoptic sensors that would alleviate much of that burden. By weaving in microfibers cut from a mix of specialized, fluidized materials, the partnership can build data links that cover the entire body without breaking or adding significant bulk. They could serve as basic elements of a communication system, but MIT has broader ambitions: the sensors could track wounds through heat signatures, and just might prevent friendly fire incidents by sending a don't-shoot signal when targeted with a laser sight. The fibers still have to get much thinner before the Army can offer smart uniforms as standard issue, but the wearable tech may keep soldiers nimble and, just possibly, save a few lives.

  • Boston Dynamics shows a quieter, more thoroughbred AlphaDog to DARPA and the Marines (video)

    by 
    Jon Fingas
    Jon Fingas
    09.11.2012

    When we last saw Boston Dynamics' AlphaDog (aka LS3), it was strutting through outdoor trials with the subtlety of a nuclear missile: for all that noise, it might as well have been holding a "shoot here please" sign broadcasting American soldiers' positions to everyone in the forest. Several months later, the company is showing both DARPA and the Marine Corps a refined version of its load-carrying robot that has clearly been through a few rounds of obedience school. While we still wouldn't call the four-legged hauler stealthy, it's quiet enough to avoid the role of bullet magnet and lets nearby troops chat at reasonable volumes. And yes, there's new tricks as well. AlphaDog can speed up its travel over difficult surfaces and move at up to a 5MPH jog, all while it's following a human squad. DARPA and the Marines recently began testing and improving the robot over a two-year period that should culminate in an Advanced Warfighting Experiment with the Marines to test viability under stress. If AlphaDog passes that bar, there's a good chance many on-foot soldiers will have a mechanical companion -- and quite a weight lifted off of their shoulders.

  • BAE Systems' NAVSOP does positioning without GPS, makes sure the only jammin' going on is yours

    by 
    Jon Fingas
    Jon Fingas
    06.30.2012

    Just in case GPS and GLONASS didn't make for enough of an acronym soup, BAE Systems wants to add one more to the navigation broth. NAVSOP (Navigation via Signals of Opportunity) uses some of the basic concepts we know from cell tower triangulation and WiFi location-finding to lock down a position, but goes much further to geolocate from nearly anything that pushes out a signal, such as nearby radios and TVs. It doesn't even need to know what kind of signal it's looking at, and it can get its position in places there's no GPS to work from, whether it's in an urban canyon or the natural kind. BAE is most excited about the prospects of ending GPS jamming against soldiers and UAVs, once and for all: not only is the new technology mostly impervious to attempts to block its signal, it can use the jamming attempt itself to get the position fix. Thankfully, the company's roots in defense aren't precluding use for civilians, so there's a chance that future smartphones might never have to use guesswork to get their bearings -- provided that governments around the world sign off on the idea, that is.

  • Celebrate the launch of Tribes: Ascend with a new weapon on us

    by 
    Shawn Schuster
    Shawn Schuster
    04.12.2012

    To celebrate the launch of Hi-Rez Studios' Tribes: Ascend today, we're giving away a special in-game weapon that will either help new players gain some ground or act as a boost for current players who have yet to unlock the gun. This special medium Spinfusor just for the Soldier class. You can check out the full image of the weapon after the cut. To claim your Spinfusor, simply grab a code from our giveaway page and use the in-game menu to select "Extras" then "Redeem Promotion." Enter in your code and you're all set!

  • The Firing Line: Why you should be playing Tribes: Ascend

    by 
    Jef Reahard
    Jef Reahard
    02.24.2012

    Skiing! Jetpacks! Pew pew! Yes, kids, Tribes: Ascend is officially in open beta, and that means you no longer have an excuse. Hi-Rez Studios threw open the doors this morning, and despite the fact that the game's closed beta exceeded all expectations and hosted over 300,000 players since its November kickoff, there's always room for more.

  • Iraq war veteran's iPod found 6,000 miles away, returned to him

    by 
    Kelly Hodgkins
    Kelly Hodgkins
    02.15.2012

    You always hear about a lost cat or a dog traveling hundreds of miles to find its owner. Here's a story from WFMY2 News in Greensboro, NC about an iPod that traveled thousands of miles to make its way home to a soldier in Iraq. The story begins with Venice Curtis,who had an iPod that he used for music, to take photos and keep track of contacts while serving in the Middle East. He sent the device home to Louisiana, but it was lost in transit. Believing the device was gone, Curtis got a new one for Christmas. In the meantime, fourteen-year-old Dalton Williams was at Cone Hospital in Greensboro, North Carolina. Deep in the crack of a waiting room couch, he found an iPod. He reached down into the crevice, so small his hand could barely fit, and pulled out the device. Browsing through the iPod, he saw pictures of military helicopters and names of people with their ranks. After doing some sleuthing with his Dad, Williams found Venice Curtis, the iPod's rightful owner. The teenager sent the device back to Curtis, with a note thanking him for his service to our country. Curtis talked to News 2 and said he was thankful that Williams sent him his iPod back, but was more grateful for the heartfelt note.

  • WildStar's Bartle-inspired paths offer players unique and shared content [Updated]

    by 
    Justin Olivetti
    Justin Olivetti
    11.16.2011

    Jeremy Gaffney recently opened up on the connection between WildStar's Paths and Richard Bartle's famous breakdown of playstyles. While Gaffney admits that WildStar drew inspiration from Bartle's categories, the team has tuned the four paths -- Explorer, Soldier, Achiever and Builder -- to fit the devs' vision for the game. No matter which path you pick, Gaffney promises that there will be something meaningful for you to be doing at all times. The important part is that the game has a deliberate balance between path-specific activities and universal ones: "What we do is we take 70% of the world, and that's a mix of all the styles, and then about 30%, depending on the zone, swaps over and that's about you and about your path. So, as an Explorer you have your normal mix of stuff, but then an extra chunk on top of it that's all about exploring." People from different paths have many ways, reasons, and incentive to interact as they progress through the zones. Gaffney says that WildStar will "pile on the layers" to keep players involved and active. He also assured fans that all paths will have plenty to do in the endgame so that the journey doesn't come to a crashing halt. [Update: Carbine also released another WildStar Wednesday this afternoon; it features some community discussion all about events in MMOs.]

  • ITT unveils GhostRider encryption device capable of securing US Army smartphones

    by 
    Amar Toor
    Amar Toor
    10.11.2011

    That may look like a Motorola Atrix Dell Venue, but it's actually something known as the GhostRider -- a new encryption device that could go a long way toward securing the Army's smartphones. Developed by defense company ITT, this revamped handset would allow military personnel to transmit secure text messages and phone calls over the Army's network, even if they're out on the battlefield. All they'd have to do is place their personal phones next to the GhostRider, tap and hold its touchscreen to activate the security features and begin texting away. When another GhostRider user receives an SMS, he or she would have to enter a pass code before reading it. The phone's security mechanisms, meanwhile, have been certified by the cryptographers at the NSA, which would certainly help justify its $1,500 price tag. The handset's display, meanwhile, looks awfully similar to the Army's Nett Warrior platform -- an Android-based OS that features a host of mapping functions designed explicitly for war zones. Officials unveiled the latest incarnation of Nett Warrior at the recent Association of the US Army gala in DC, though the platform's creators are still looking for the appropriate commercial device to host it -- unless, of course, GhostRider's software replaces it altogether. "We think Nett Warrior should be something like this," ITT vice president Richard Takahashi told Wired. "This can be the smart device." March past the break for more information, in ITT's jargon-laced PR. Update: Thanks to readers who spotted it's a Venue rather than an Atrix. Our eyes must have been temporarily scrambled by the enemy. Just to be clear -- it's not the handset that's different, only the peripheral.

  • PAX 2011: WildStar panel discusses playing with paths the Bartle way

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.27.2011

    Before Gamescom, WildStar was nothing more than a title without a hint of what the game would actually promise. But now that the game is being shown off, the combination of a unique aesthetic with a promise of uniquely focal gameplay has gotten a lot of people interested. The visuals, of course, have already been well-displayed by the trailers and preview shots, so this year's panel at PAX 2011 focused instead on the other half of the equation: the paths. The panel began with a brief viewing of the game's cinematic trailer to kick things off, followed by an explanation of the game's core design philosophy. As the team from Carbine Studios (Jeremy Gaffney, Eric DeMilt, and Mike Donatelli) put it, most games are built with a basic set of design assumptions that push players in a fixed direction determined by the designers. WildStar was built from the ground up to let players enjoy the game when they want to, with whomever they want, and most importantly however they want. The paths are the key to that system -- multiple overlaid playstyles that ensure you have your own play experience no matter what class or race you pick.

  • US Army testing haptic belt that nudges soldiers in the right direction

    by 
    Donald Melanson
    Donald Melanson
    06.30.2011

    Haptic belts and other wearable devices that can guide you may not exactly be a new idea -- we've even seen some DIY attempts -- but the US Army testing them? Well, that's something worth noting. As New Scientist reports, the Army Research Office in North Carolina is now working on just such a device (likely more advanced than the one pictured here), and hopes that the belts could eventually be used to remotely guide soldiers on the battlefield. That's done with a combination of GPS, an accelerometer and a compass -- and, of course, the haptic part of the equation, which vibrates or pulses to point the soldier in the right direction, or indicate when they're nearing their target. The idea there being to reduce the need for any handheld devices (at least until thought helmets become a reality), which can both take the soldiers' eyes off the battlefield and potentially reveal their position at night. There's still no indication as to when the belts might actually see use in the field, but early tests show that they're at least as accurate as a handheld GPS, and the soldiers say they actually prefer it. [Image credit: Sreekar Krishna]

  • US Army developing mobile apps for soldiers in the field

    by 
    Dana Franklin
    Dana Franklin
    03.17.2011

    According to Computerworld, US soldiers may soon be carrying some familiar devices into battle: iPhones and iPads. Two military contractors, Harris and Intelligent Software Solutions (ISS), are building applications for the iPhone, iPad and the Android platform that will assist soldiers deployed to the battlefield. Harris' forthcoming app for the iPad and other tablet devices enables a soldier on the ground to remotely control the video cameras on an unmanned aerial vehicle (UAV) in order to gather intelligence on enemy movements. Soldiers would use multi-touch gestures to transmit commands from the iPad to the aircraft without putting themselves in harm's way. Video from the UAV, along with time and location data, would be sent to the app and transmitted to military decision-makers located anywhere in the world. ISS is close to field testing apps for iPhone and Android phones that keep soldiers -- especially those first arriving in a war zone -- informed about nearby fighting, bombings and arrests. The app keeps troops on the ground well prepared by superimposing battlefield data, sent wirelessly from a command center, onto a map of each soldier's surroundings. According to both developers, the new apps promise to drive down equipment and training costs for the military. For example, many soldiers are already veteran iOS or Android users and will likely understand the new software with less training than would be required for custom-built gear. Additionally, the new software runs on comparatively inexpensive, off-the-shelf devices priced at US$300 to $800 each. "They [the military] are using $10,000 wireless receivers today, but with mobile devices costing $400, those can be ruggedized [with cases and other gear] and the costs are minimal," said John Delay, director of architectures for emerging business at Harris, which will demonstrate its new app at the National Association of Broadcasters (NAB) conference in Las Vegas next month. Unfortunately, even an encased iPad or iPhone may more frequently succumb to the rigors of battle. But Rob Rogers, vice president of national systems for ISS, is optimistic that the Army will still be able to save money. "We've seen first-hand what happens to a laptop used in the desert [in combat], so there's going to be some problem with ... these [mobile consumer] devices that are fairly inexpensive and almost disposable," said Rogers. "But if they break or get dust in them, you don't have to shell out a lot to replace them." He adds, "It's a trade-off. I would anticipate a lot of broken Androids and iPhones." The loss of a few good iDevices is a small price to pay for solutions that safely provide soldiers with the intelligence they need to make life-saving decisions. [via Engadget]

  • US Army to deploy Individual Gunshot Detector, essentially a radar for bullets

    by 
    Vlad Savov
    Vlad Savov
    03.17.2011

    Latest in our series of "when video games turn real," here's the US Army's newest addition to the wargadget arsenal. The Individual Gunshot Detector, produced by QinetiQ, is an acoustic monitor attuned to tracking down the source of gunshots just by their sound. It has four sensors to pick up the noise of incoming fire, and its analysis of those sound waves produces a readout on a small display that lets the soldier know where the deadly projectiles originated from. The entire system weighs just under two pounds, and while it may not be much help in an actual firefight -- there's no way to distinguish between friendly and hostile fire -- we imagine it'll be a pretty handy tool to have if assaulted by well hidden enemies. 13,000 IGD units are being shipped out to Afghanistan later this month, with a view to deploying 1,500 each month going forward and an ultimate ambition of networking their data so that when one soldier's detector picks up a gunfire source, his nearby colleagues can be informed as well.

  • Gods & Heroes dev blog talks class balance, lifts NDA

    by 
    Jef Reahard
    Jef Reahard
    03.04.2011

    Hot on the heels of its GDC updates, Heatwave Interactive has released a new dev blog detailing further aspects of Gods & Heroes: Rome Rising. The mythological MMORPG boasts four unique character classes (the Priest, the Soldier, the Gladiator, and the Mystic), and today's dev blog offers a look at a few class-specific issues through the eyes of senior content designer Todd Bailey. Bailey discusses how the Soldier and Gladiator differ despite the fact that both focus on close-range melee combat. He also talks about why the Scout and Nomad classes won't be available at launch. "The honest answer is that the Nomad was completely overpowered as a class and just felt like it was the catch-all for abilities that didn't go anywhere else," Bailey explains. He also says that combat tuning and balancing is an ongoing process, noting that the overall combat feel is much improved even though a few new wrinkles have been introduced during the tweaking process. Head to the official Gods & Heroes website for the full dev diary. In still other G&H news, Heatwave has officially dropped the game's NDA, so beta players can now freely talk about the title here and elsewhere!

  • Gods & Heroes details classes and releases new screenshots

    by 
    Jef Reahard
    Jef Reahard
    02.17.2011

    The devs at Heatwave Interactive have given Gods & Heroes fans a bit more information to mull over as they wait anxiously for the title's debut. In a press release dated earlier this morning, Heatwave detailed the game's four character classes and released an accompanying batch of screenshots. While the classes don't stray too far from MMORPG norms, it's nonetheless instructive to see exactly what the game has in store. First up is the Gladiator, who, as you might surmise, exists to do massive melee damage at close range. The Soldier is your basic tank archetype, responsible for juggling aggro and taking a beating for his friends. The Mystic is Gods & Heroes' answer to ranged DPS, while the Priest is, crazily enough, the main healer. You can get a full rundown on Gladiators, Soldiers, Priests, and Mystics at the game's main website, and don't forget to check out the new screens below. %Gallery-118322%

  • Behind the Mask: Semper Fidelis

    by 
    Patrick Mackey
    Patrick Mackey
    02.17.2011

    This week on Behind the Mask, we're going to discuss the Soldier, Champions Online's modern weapons expert. The Soldier is a step down from the proposed Marine Archetype in that it only has eight weeks of basic training, unlike the Marine's 13.5 weeks, and the quality of a Soldier's training and discipline is inferior in almost every respect. The proposed Marine Archetype includes two powers at level 1: Beatdown and Assault Rifle. The Marine's Beatdown has a 100% chance of putting an opponent into a blood choke on hit, while his Assault Rifle fires three-round bursts and kills the enemy instantly. The Marine also uses the "Hard Charger" role, which gives it infinite energy and infinite health. After all, Marines never quit and Marines never die. These elements are balanced by the Marine-exclusive Navy travel power, which gets the Marines to where they need to go within three to five weeks, most of the time. The Soldier is just inferior in every respect to a battle-hardened Marine, but these weekend warriors have enough training to hold their own with undisciplined civillian heroes and their fancy tights.

  • Team Fortress 2 Soldier figurine pre-orders open at Gaming Heads

    by 
    David Hinkle
    David Hinkle
    02.08.2011

    Gaming Heads' second Team Fortress 2 figurine will be the Soldier, as you may have gathered. Like the Heavy, the Soldier will deploy in both BLU and RED varieties -- a limited run of 300 with an inter-switchable Direct Hit accessory and a run of 750 without will ship in Q3 2011. Oh, and of course neither will come cheap. The more limited version with the extra rocket launcher is an exorbitant $234.99, while the basic model is a slightly less exorbitant $219.99. Gaming Heads is currently taking pre-orders, if you're so inclined. %Gallery-115867%

  • The educational potential of class-based achievements

    by 
    Alex Ziebart
    Alex Ziebart
    01.06.2011

    Early this morning, a player by the name of Koosh posted an idea to the official achievements forum: Why not add class- or role-specific achievements? If implemented, could these achievements be used to help players learn the specifics of their class? Koosh uses Team Fortress 2 as an example, and I think it's an excellent one. If you're unfamiliar with the game, Team Fortress 2 is a competitive (but light-hearted), class-based first-person shooter. Here are some examples of Team Fortress 2 class achievements: Scout Brushback: Stun 50 enemies while they are capturing a point or pushing the cart. Pyro Hot Potato: Reflect 100 projectiles with your compressed air blast. Soldier Death from Above: Rocket jump and kill 2 enemies before you land. Achievements like this push you to learn how to play your class and how to play it well. It might be a very strong tool for training players in World of Warcraft. Interrupt 1,000 spells as a rogue? Use Anti-Magic Shell to absorb 1,000,000 damage? Replenish 150,000 points of other players' mana with Innervate, as Koosh suggests? Readers, do you think this would be a viable way to teach players how to use all of the tools at their disposal? What achievements do you think your class should have?