Comme très souvent, Actionvault est allé à la pêche aux infos sur les forums planetside. Une grosse partie des infos concerne les serums et un type de munitions « armor-piercing ». [–SUITE–] Stryker on armor-piercing ammunition: It’s unlikely that most ammunition (if any) will pass through multiple targets. I’m not ruling it out completely, but I just want to mention it. It’s something that I wouldn’t mind having for a specific ammunition type, per se, but off-hand I don’t know how expensive it might be (collision/networking).

A number of weapons can utilize a couple ammunition types, such as standard and armor-piercing, though. However, the armor-piercing ammunition is actually designed to be more anti-vehicular (versus armor-plating) in nature — not so much versus worn body armor. Standard ammunition will perform more damage against soldiers and less against vehicles, whereas armor-piercing will inflict more damage against vehicles and less against soldiers.

serums: Yeah, serums were reconsidered. Part of the reason we ended up not really wanting them was that we felt if we had performance-enhancing serums — even with bad side effects — everyone would feel compelled to ‘boost up’ before going into each battle, which isn’t the what we want to see happening. We don’t want players to feel like, « Well, in order to be equal or better than my foes, I need to take Serum A, B, and D, THEN go into battle! »

We still have medical equipment, our specialty system, and implants, but these won’t really interrupt the overall gameflow for players. Specialties you’ve learned as well as implants you’ve purchased and installed are permanent — you die, you come back with them, so there’s ‘reconfiguring’ time (unless you want to swap implants).

Part of this all has been just been due to ongoing refinement, the ‘living’ design document. As I’ve stated in the past, it’s a really delicate balance when your primary mission is to remain first and foremost a first person shooter, but at the same time you want to add layers of roleplaying and strategy (depth). You have to make sure that none of the extra depth/content undoes the main goal — creating a massively multi-player FPS.

stealing armor: No, you won’t be able to steal an enemy’s body armor. Body armor is effectively ruined when a soldier is killed. You can steal weapons, vehicles, and various equipment, sure, but not body armor. 🙂

the Flamespitter: Yes, if you’re hit by the Flamespitter, you’ll suffer from aggravated damage (basically being on fire). This is pretty much the entire point of the Flamespitter — that you can light someone or something on fire then duck for cover. 🙂

disabling weapons: You can’t disable weapons, but you can destroy them (which I guess is permanently disabling them). This isn’t a skill, it’s something any soldier can perform. You may also want to destroy some of your own inventory at times if their stuff is better, too. This pretty much goes for any inventory items.

Rainbird on how inventory items can be destroyed: You’d basically highlight in your inventory and hit the Destroy button. Being able to shoot at and destroy various objects on the terrain requires that our server be able to maintain health points for EVERY piece of equipment in the game. In other words, not going to happen soon. 😉

inviting questions on community features: Thanks for the interesting question regarding community support for Outfits. Just recently this was a current topic we were dealing with so I consider it good timing.

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