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(QOTW 09222008) Weapons? Yes, we have some.
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Topic: (QOTW 09222008) Weapons? Yes, we have some. (Read 8619 times)
Moll
Community Manager
Administrator
Posts: 1216
(QOTW 09222008) Weapons? Yes, we have some.
«
on:
September 22, 2008, 01:12:53 AM »
Greetings everyone!
Welcome to another edition of Question of the Week. Today we're looking at weapons!
Malarius' question regarding weapons used in the game gets the spotlight this week.
Earthrise offers a futuristic game setting where ranged combat remains an ever popular way to dispose with your enemies. Choosing from a wide range of different ranged weapons - from common pistols to massive launchers - players who develop their skills in ranged combat will make the medium to far offensive line in combat. Ranged weapons do have the disadvantage to use ammunition - every time you hold the mouse button at an enemy, you are burning money, and the more expensive and damaging the choice of ammunition, the more costly the combat will be to your character's bottom line. Careful planning in order to avoid running in the red via combat will be important, and characters will be discouraged to use their most expensive ammo against enemies that simply do not provide comparable return to the investment. Also, ranged weapons have an advantage in combat from certain distances - when shooting from a too close or too far distance compared to a target, the damage output will be modified - there will be weapons that serve best from the rear of the battlefield, while some ranged weapons serve best as melee fighter's close assistance.
Melee weapons are here to stay, of course! Although Earthrise is not a fantasy setting, the recent advances in melee combat research have provided Enterian soldiers with powerful weapons made of light materials and embedded electronic generators and circuitry that power damaging effects on touch. Such weapons carry the same complication of ranged weapons, use of energy from embedded fuel cells that will generate expense to the player and powerful fuel cells should be saved against enemies that provide comparable return. Years of research and testing has proven melee weapons to exploit certain weaknesses in personal force field design that makes them very well suited for surprising ambushes or close, overpowering attacks. Melee weaponry has a place in PvP that makes otherwise anachronistic and outdated weapon in a meaningful and dangerous tool that many will either use or avoid at any cost.
Probably a candidate for most interesting array of arms is employed by the Cybermentalist, a specialist trained in using special brain interface allowing him to control his weapons using subconscious intuition, emotions and such. We will have more information on the Cybermentalist when we're ready to reveal them, so keep your eyes on the site and future updates.
That's some interesting stuff right there, and we look forward to the discussion below! Thank you to our developers as always for taking time out to answer these questions for us.
~ m.
«
Last Edit: October 07, 2008, 12:10:12 AM by Moll
»
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Joker
Hero of Sal Vitas
Posts: 946
Patients is a virtue.
Re: (QOTW 09222008) Weapons? Yes, we have some.
«
Reply #1 on:
September 22, 2008, 02:06:42 AM »
Wooo this is good. So basically this is going to discourage people from ganking other people. Very nice. I also can't wait to hear more about the cybermentalist. Sounds very interesting.
I hope the massive launchers will be attached to a mech or something like that.
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Throwback
Honorary Citizen
Posts: 434
Defying evolution since 23.558 BC
Re: (QOTW 09222008) Weapons? Yes, we have some.
«
Reply #2 on:
September 22, 2008, 03:51:51 AM »
Nifty!
Two questions remain: will there be quirky trick weapons or ammunition that transcend the accuracy/damage balance with surprising and tactically valid effects? Like web and fog grenades, temporary gravitational fields, slow working shield corrupters, delayed blast thingies, rick-rolling sonic weaponry? On second thought, scrap the last one.
And: if my melee weapon runs out of batteries, will it at least do some bludgeoning damage or turn into an inert, unuseable artefact that's upstaged even by a moldy wormwood club?
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Thatim
Honorary Citizen
Posts: 423
Re: (QOTW 09222008) Weapons? Yes, we have some.
«
Reply #3 on:
September 22, 2008, 03:59:59 AM »
Hmm I am really interested in the melee combat. As ranged combat with guns cleary has a advantage in my eyes.. as for now
Thanks for taking the time to anwser the question, dear devs!
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Zorky
Hero of Sal Vitas
Posts: 554
Deviation Origin
Re: (QOTW 09222008) Weapons? Yes, we have some.
«
Reply #4 on:
September 22, 2008, 04:21:42 AM »
Quote from: Throwback on September 22, 2008, 03:51:51 AM
And: if my melee weapon runs out of batteries, will it at least do some bludgeoning damage or turn into an inert, unuseable artefact that's upstaged even by a moldy wormwood club?
I was wondering about that also
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Holice
Hero of Sal Vitas
Posts: 540
Animosity
Re: (QOTW 09222008) Weapons? Yes, we have some.
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Reply #5 on:
September 22, 2008, 05:13:30 AM »
Since they both use ammo of a sort(melee weapons use energy) I wonder why you would bother trying to get in melee range of the enemy when you can shoot them from a safer distance. Im hoping that they have energy shields that deflect ranged attacks but are useless against Melee(think Dune). But on the other hand, i guess it all depends on just how devasting the ranged weapon is, because if you can close the gap from ranged to melee without taking any serious damage, then melee seems definitely feasible.
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o2j
Newcomer
Posts: 4
Re: (QOTW 09222008) Weapons? Yes, we have some.
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Reply #6 on:
September 22, 2008, 06:53:40 AM »
beautiful, combat just gets better and better.
Only question I have. Let's say a sniper gets to a hand to hand combat with a brawler, does the sniper receive and negative bonus if he decides to use his sword instead of his sniper rifle?
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Draconis
Honorary Citizen
Posts: 303
The jig's not up yet?
Re: (QOTW 09222008) Weapons? Yes, we have some.
«
Reply #7 on:
September 22, 2008, 07:09:30 AM »
Quote
... does the sniper receive and negative bonus if he decides to use his sword ...
By previously revealed info, there will not be a sniper class. A sniper will be a player suitably equipped and hopefully skilled to play that role. A better wording of the question is, if you use a weapon that you have no skill at, are you penalized? Do different weapons have different penalties / bonuses?
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Cavadus
Hero of Sal Vitas
Posts: 1791
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Re: (QOTW 09222008) Weapons? Yes, we have some.
«
Reply #8 on:
September 22, 2008, 07:15:57 AM »
Quote from: Holice on September 22, 2008, 05:13:30 AM
Im hoping that they have energy shields that deflect ranged attacks but are useless against Melee(think Dune).
It's already been confirmed that ER will feature both shields and armor so while ranged weapons have... well, the range advantage this QotW clearly spelled out that melee weapons would bypass shields entirely so it's pretty safe to assume that melee weapons will either be spike damage or damage which bypasses lots of protections.
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Alucard
Hero of Sal Vitas
Posts: 1040
Sir NERFalot
Re: (QOTW 09222008) Weapons? Yes, we have some.
«
Reply #9 on:
September 22, 2008, 07:40:56 AM »
nice qotw, tnx molly, now lets see some weapon concept art
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CursedSeishi
Hero of Sal Vitas
Posts: 897
Prone to Throwing months off-topic.
Re: (QOTW 09222008) Weapons? Yes, we have some.
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Reply #10 on:
September 22, 2008, 08:51:16 AM »
Quote from: Alucard on September 22, 2008, 07:40:56 AM
nice qotw, tnx molly, now lets see some weapon concept art
Yeah, I'd personally love to see the melee weapons, any plans on two-handed weapons?
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Tyrus Dark
Hero of Sal Vitas
Posts: 1186
Ace of Spades GL
Re: (QOTW 09222008) Weapons? Yes, we have some.
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Reply #11 on:
September 22, 2008, 11:23:56 AM »
Quote from: Kavadas on September 22, 2008, 07:15:57 AM
It's already been confirmed that ER will feature both shields and armor so while ranged weapons have... well, the range advantage this QotW clearly spelled out that melee weapons would bypass shields entirely so it's pretty safe to assume that melee weapons will either be spike damage or damage which bypasses lots of protections.
it didn't say there would be a complete bypass, it said
Quote
melee weapons to exploit certain weaknesses in personal force field design that makes them very well suited for surprising ambushes or close, overpowering attacks
which is similar, but not necessarily implying that "armor tanking" will be viable. (real men body tank? /eve joke)
you might want to watch out for the melee weapons though, cause they'll have
Quote
cirquirty
It sounds like an interesting concept, much like "circuitry".
(playing around, the english here is impeccable usually, I just thought the particular mis-spelling was amusing)
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Tyrus Tenebros of Eve [CVA]
any factor or game mechanic based on random events or even perceived as outside of his control by the player that has a significant negative impact on his character and assets will eventually become a reason to quit
Malarius
Newcomer
Posts: 18
Re: (QOTW 09222008) Weapons? Yes, we have some.
«
Reply #12 on:
September 22, 2008, 07:15:55 PM »
Just one word... "Great"
Melee weapons would really make things far more interesting.
Although I can't wait to get some info on the "Cybermentalist" guy.
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Devildog1
Model Citizen
Posts: 230
I'm here for the beer! Have you seen my pants?!
Re: (QOTW 09222008) Weapons? Yes, we have some.
«
Reply #13 on:
September 22, 2008, 10:46:22 PM »
The weapons systems described sound awesome! I can't wait to hear more about the cybermentalist! And maybe more about the different types of damage that can be done.
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Aldoe Nova
Newcomer
Posts: 38
Re: (QOTW 09222008) Weapons? Yes, we have some.
«
Reply #14 on:
September 23, 2008, 05:03:32 AM »
Sounds great, can't wait to see some concept art of the weapons too.
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