PDA

View Full Version : (QOTW 26 APR 2010) How many tools in the shed?


Cavadus
Tue, 27 Apr 2010, 14:46
Hi there!
Earthrise will provide players a wide arsenal of combat abilities that suit all types of gameplay in PvE and PvP situations, but we know many of you have been curious to know more so this week that's our topic.

You asked: What types of interesting or unique abilities can we expect to see in Earthrise? Can I drain my opponents energy for my own use? Jump 15 feet into the air? Can I fire a shot that will bounce off walls? Can I summon an army of sea bass to soak up damage for me? Can I blow someone back with a concussion grenade? Can I blind someone with lemon juice?

When we design combat abilities in Earthrise we strive to not just fill in the blanks that define a specific meta-game role in the context of the game, but also how these new ability would add flair and make player’s game a fun experience. And while we don’t go crazy with the ideas in order to sustain a level of immersion true to the realistic sci-fi post-apocalyptic setting, we want our players to win the day in spectacular, tide-changing ways. Abilities will be powerful enough to make their use in the right moment a critical decision, but the many requirements, costs and cooldowns will discourage their overuse.

Let us illustrate with few simple examples. The Shielding Skill will provide players with an abilities allowing him to maintain a protective field while remaining stationary that renders allies in a range immune to certain attacks. The Pulse grenade allows players to create a field of devastating energy on a specific location, forcing opponents out of its range and disrupting their ranks. Nanobotic-wielding players will place swarms of nanites against their allies that replenish their resources. Ranged weapon wielding combatants will have the Cover Fire skill to force their weapons to the limits, suffering the risks of jamming their weaponry but gaining additional destructive output. Players who use Missile Launchers will be able to use Tremor Strike, an area of effect attack that causes additional Stun to all who get caught in its range. The Intimidation skill focuses on denying bonuses to the opponent, but its Suppress ability holds the key to playing the skill effectively by increasing the effects of negative conditions on enemies nearby.

Our goal that led to the design of such Abilities was to focus on playing the game with tactics and strategy in mind rather than reading through the gear of your opponents by stacking loads of damage on them. Literally every single ability of each skill can be defined as a key ability as our goal is to allow players to combine different skills and their abilities with specific gear. Thus, they can create a unique build that fits their game-style, while retaining the possibility to evolve and change the way they play Earthrise.

Sounds exciting, thanks devs!
~m.
Originally posted here (http://forums.play-earthrise.com/index.php?topic=6224.0).

Cooke
Fri, 30 Apr 2010, 23:50
Somebody better learn the missile launcher skill before I do. The people I play LFD2 with are never the same if I find one...

Draconis
Sat, 01 May 2010, 06:43
Last the devs mentioned the subject, there's no friendly fire unless you actively turn it on.