Computer & Video Games has a short interview (via print publication PC Zone, issue #162) with Epic Games' Jeff Morris, producer for Unreal Tournament 2007. Map styles, vehicles, mutators, and the new Unreal Warfare gametype are among the subjects covered.
What about the command structure in Warfare?
Jeff Morris: We're working on the idea that maybe there isn't an overall commander, but each bunker has its own. If there's no commander, then everything's fine - we have AI commanders up and running - but if somebody wants to go in there and put up a shield because they know an attack's coming, then that's something they could do. Also, we've discovered that running around the bunkers is great fun for deathmatches, so we're thinking of
having all of these different Assault-style nodes that work like switches for various defences, such as gun turrets or mines. You'll be able to configure how the base defends itself.
What about the command structure in Warfare?
Jeff Morris: We're working on the idea that maybe there isn't an overall commander, but each bunker has its own. If there's no commander, then everything's fine - we have AI commanders up and running - but if somebody wants to go in there and put up a shield because they know an attack's coming, then that's something they could do. Also, we've discovered that running around the bunkers is great fun for deathmatches, so we're thinking of
having all of these different Assault-style nodes that work like switches for various defences, such as gun turrets or mines. You'll be able to configure how the base defends itself.