Actionvault est allé fouiller les forums de planetside pour y trouver quelques interventions des développeurs. Pour rappel, Planetside est un FPS massivement multijoueur dont l’univers est persistant (à la manière d’un ultima online ou everquest).

[–SUITE–] hacking: As previously mentioned, there is a special hacking kit available to hack computers and entry points to facilities (actually, you’re hacking the computer that controls the doorway, so I’m being sorta redundant). Our heavy suits will not be hackable, although one can presume that a computer of sorts would be controlling the suit to a degree. If anything, it would be a descriptive embellishment to how the suit works as opposed to something that’s part of gameplay.

names: We’d highly recommend a name for roleplaying purposes that fit the context of PlanetSide. There will probably be some type of name filter in place that won’t allow certain words, names (such as Empire characters) and perhaps even certain letter combinations.

burst mode for certain weapons: To answer your original question, yeah, some of our weapons will have some type of burst mode.

method of compass display either using four directions or degrees as the basis of information: Well, it’s not that we can’t put both methods on a compass, but the question is asking what you prefer. You know — like a poll question 🙂

vehicles in comparison to Tribes 2: It’s hard to compare the pace of the game for a couple reasons: we have yet to implement many of the game systems, and the scope of PlanetSide is just huge. I’m certain our vehicles won’t travel as fast as the Wildcat, and I’m speculating that our aircraft may be slower than the Shrike. Now I can’t say that for sure, because obviously we’re working with a much larger chunk of land (64 square kilometers at its largest). But I want to make clear that we’re not trying to duplicate another game, so although I make some vague comparisons, they’re just for reference more than anything else. Kevin is the master of tweaking things, and both he and Terrence have spec’d out all the variables that are associated with vehicles and how they function. I have no doubt whatsoever that the final vehicles will play just right in the overall balance of the game.

weapons: I don’t have the very latest weapons info, as Kevin and Terrence are still going through this portion of the design. The way they’re approaching it makes it easy to add weapons in the future, so obviously anything is possible with that in mind. There are some other interesting weapons, however, such as the Jammer Grenade that causes electrical malfunctions. There’s also an item (not so much a weapon) that exposes stealthed soldiers, tentatively called a DarkLight Emitter. It works by bathing an area every several seconds with darklight, exposing stealthed units based on their distance from the emitter.

Article précédentUn nouveau clip de Quake3
Article suivantDoom sur pocket PC