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Author Topic: UNOFFICIAL Earthrise FAQ and Information  (Read 11579 times)
Doctor
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« on: February 28, 2009, 08:22:09 PM »

INTRODUCTION

For a quick and informative introduction done in flash please visit my UNNOFICIAL Earthrise PREVIEW. It's the best way by far to learn what the game is all about, without going into so much detail as the rest of this FAQ. I recommend watching it first and then come here to find out all the details and specifics.


Please refer to the official website and FAQ for basic information about Earthrise and its Developer: Masthead Studios. As the title of this topic suggests this is an UNOFFICIAL FAQ and is in no way supported or endorsed by MH. ALL the information within has been taken from developer quotes from the forums or various interviews and articles. I have not speculated or guessed on any information contained. Instead I have taken the wealth of information available to us (a lot of which repeats itself many times) and broken it down into easy to read sections with a Q&A format.

MH has provided us with a lot of information on the structure, design and details of the game, but you can expect that they have A LOT more planned and hidden up their sleeve. Even with what they have told us so far, there is still so much unreleased information. Most importantly this means a lot of the information here could only be half complete or listing a partial explanation of the overall picture. This is only what we know so far and some of these details might get tweaked and adjusted during beta. If you find any errors or misleading statements please PM me or post here so that I may correct them or show my source.

So... this FAQ is by no means complete and I will continue to update it as we learn more information if people find it useful. Please feel free to continue these discussions and post your ideas on the forums as a lot of these ideas have been or are currently hot topics in the community. As always please use the search button before starting a new post.


INDEX
The function of the index is very simple. If you are looking into a specific question or cluster of questions just browse for the appropriate listing and do a search for the number that proceeds it. It will take you down the forum page to the appropriate listing. Example: If you are looking for information on guilds you will see the listing for "4.4 - What about guilds?" Just search for "4.4" and it will take you directly to the question discussing guilds.

0.0  ABOUT THE WORLD

0.1    What is the setting of Earthrise?
0.2    What is life like on Enterra?
0.3    What else can you tell me about the lore of Earthrise?
0.4    How big is the world?
0.5    What is the geography and landscape like on Enterra?
0.6    Will the entire world be accessible?
0.7    What sort of weather effects will there be?
0.8    Will it be an instanced or open world?
0.9    Will the game have a single server or multiple?
0.A    Will multiple characters be allowed?


1.0  GENERAL GAME PLAY
1.1    Is there a beta?
1.2    Are there different races and will they be playable?
1.3    Are there different classes and levels in Earthrise?
1.4    How does the skill system work?
1.5    What are abilities and tactics and how do they work?
1.6    How will grouping work?
1.7    Will I be forced to join a guild or will I be able to solo?
1.8    How does questing work?
1.9    Is Earthrise a PvE or PvP game?
1.A    What about character customization?
1.B    Will Earthrise be first or third person?
1.C    Will there be mounts or vehicles and what will be the requirements?
1.D    What other transportation options are there?
1.E    Will there be pets and what role if any will they play?
1.F     Will there be player housing?
1.G    Will swimming be in game?
1.H    What platform is Earthrise being developed for and how much will the game cost?
1.I     What is the release date and how will I be able to acquire the game?
1.J     Will the game support different languages other than English?
1.K    What graphics engine and middleware is being used?


2.0  ECONOMY AND CRAFTING
2.1    What sort of crafting system will be in game?
2.2    What types of things will be craftable?
2.3    Will there be different crafting professions?
2.4    What effect will crafters have on the world and economy?
2.5    How much will items be customizable in the crafting process?
2.6    What is item quality and how does it affect crafting?
2.7    How will salvaging work?
2.8    What is durability and how do items exit the game?
2.9    Where will players be able to craft?
2.A    How does crafting advance?
2.B    How will looted items affect crafters and the economy?
2.C    Will Continoma and Noir have separate markets?
2.D    What is smuggling and how will it effect the economy?
2.E    Will there be auction houses and player vendors?
2.F    How does mining and resource gathering work?


3.0  COMBAT
3.1    What resource pools can we expect? Will players have health and mana?
3.2    Is FF on and is it possible to kill your own faction members?
3.3    How will movement, aiming and targeting work? Is it more like an RPG or FPS?
3.4    Is there a cover system and will players have hitboxes and locational damage?
3.5    What skills will be involved with combat?
3.6    What weapon choices are available?
3.7    What armor choices are available?
3.8    Will there be requirements to wear/use this gear and will I be able to swap them in combat?
3.9    Will there be stealth or disguises?
3.A    How does the full loot, death and insurance system work?
3.B   How will healing work?
3.C    What about PvE and mob AI?
3.D    What is battle rating and how do we determine mob difficulty?


4.0  PVP, TERRITORY, FACTIONS AND GUILDS
4.1    What factions are in game?
4.2    Are you locked into the faction that you've chosen?  
4.3    What is discrepancy value and what effect will it have?
4.4    What about guilds?
4.5    What about guild bases?
4.6    How will sieging and territory control work?
4.7    What does becoming a criminal and criminal status mean?
4.8    What is the bounty system and how will it work?
4.9    Are there safe areas and NPC guards?


5.0  MORE INFORMATION



0.0 - ABOUT THE WORLD


0.1 - What is the setting of Earthrise?
Earthrise takes place on Earth in the distant future. At the end of the 21st century, the continuing exhaustion of Earth's resources sparked a furious struggle for dominance. Foreseeing the impending catastrophe, some of the world's most powerful organizations created massive foundations and organizations to ensure the survival of their followers. One such foundation was the Continoma Project. The project's revolutionary methods and technology would allow for digital storage and reconstruction of the human consciousness, including memories. As the world erupted into the Third World War, the vital components to the success of the Continoma Project were sealed in a remote private island known as Enterra. After several hundred years, the devastating environmental effects caused by the war started to pass. When data reports about the surface brought favorable survival odds, the Continoma Project self-activated. It began the process of cloning and reconstructing the consciousness of the first batch of humans known as the Pioneers. These Continoma pioneers planned and prepared the construction of its true return to power and wealth, Sal Vitas (The city of Salvation).

0.2 - What is life like on Enterra?
Due to an experimental nanite weapon used during the war that caused massive mutation and fallout to the island, humans are no longer able to naturally reproduce. Any attempt to do so is met with genetic birth defects and stillborns. In order to continue humanity's existence and once again ensure their survival, Continoma reactivated the cloning process. Humans began to no longer fear death as anyone with their data stored could be instantly regenerated. While Continoma strives to use technology to make Sal Vitas a utopian society, with loyal members who contribute having access to all its services and privileges - not everyone feels that life with Continoma is perfect.

A group known as Noir began to accuse them of abusing their power to discipline the population, using their control of the cloning process to decide who will continue to live and fit their utopian model of society. Choosing those who accepted their ideals, while punishing those who felt differently by delaying or restricting their cloning process, or as many feared; removal of their DNA completely from the Librarium Centre. Many of those who felt life with Continoma wasn't perfect broke away and Noir became an armed resistance. This secret Noir government, which has recently acquired access to the cloning technology for themselves is now in a struggle against Continoma. While Continoma views their society model as utopian and strives to create the perfect society for its members, Noir feels that they have eliminated the very rights which makes humanity human.

The looming war between these two factions is not the only thing to be feared on Enterra though. The effects of the nanite weapon has effected the flora and fauna causing massive mutation across the island. These fallout altered mutants are a threat to the stability of life on Enterra, and the latest reports indicate that their presence is growing. There has been reports of ...something... in the sewers of Old City - A quarantined zone that is discouraged by both factions from entering. Not only do Continoma and Noir have to fear each other, they have to fear the very life on Enterra as well.

0.3 - What else can you tell me about the lore of Earthrise?
To go into more details about the lore of the game would take up way more space than available. What is important about Earthrise is that they have the freedom to take any path they want with the game since MH is creating the story themselves. They will not be forced into pre-determined plots, rules, or guidelines. That being said, Earthrise has dedicated writers that are continuously hashing out details for the setting, story and characters that produce the wealth of information for the game. Some of the lore can be found following these links. They are in order - #1, #2, #3 This is by no means everything, but it is a good start.

0.4 - How big is the world?
Enterra is a large Pacific island that is the last known place of human civilization left. In actual game play form it will take 2 hours of continuous sprinting (something that isn't possible as sprint has limited usage) to cross the island if there were absolutely no obstacles. Of course there are lots of obstacles and an ever changing environment that would not make crossing it that way possible.

0.5 - What is the geography and landscape like on Enterra?
Most of the island is covered in a lush tropical environment. The landscape will vary considerably - including open grassy fields and hillsides, tall mountains with deep canyon rifts, flat fields void of vegetation scarred from constant struggle to treacherous swamps. The game will also feature a fluid transition between landscapes to aid in realism and immersion. These environments will be unique as well as include its own set of challenges. For example, the Xelite fields, a rocky desert of hazardous resource is so dangerous that it will require mechanized creations in order to traverse.

The island is under constant dispute between the factions and the ever changing political front affects the lay of the land. One permanent major landmark is the city of Sal Vitas, showcasing the highest achievements in technology and social advancement. As players start to leave the secure areas of Sal Vitas, the world around them becomes more wild and dangerous. Abandoned salvage heaps, ruins and derelict cities from before the war litter the landscape among other landmarks. These areas provide unique and varied architecture reminiscent of past civilizations. In a hidden location deep in the wild will be the secret underground base of the Noir rebellion, the force which fights Continoma at every turn.  

0.6 - Will the entire world be accessible?
As this is a sandbox game, expect to be able to explore any area limited only by your ability to survive there.

0.7 - What sort of weather effects will there be?
Time of day(Day and night cycles), fog, clouds, wind and rain. Weather will not effect gameplay mechanics such as targeting, combat or movement. Although fog can affect visibility.

0.8 - Will it be an instanced or open world?
Earthrise will feature a seamless, non-instanced open world, including the pvp and territory capture features.

0.9 - Will the game have a single server or multiple?
Plans are to have one server at release hosted by GNi.

0.A - Will multiple characters be allowed?
Yes, you will be allowed to play multiple characters on the same server. The other characters will also not be tied to the same faction.


« Last Edit: February 01, 2010, 04:49:42 PM by Doctor » Logged

Check out the UNNOFICIAL Earthrise Preview and the UNOFFICIAL Earthrise FAQ to learn all about Earthrise!
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« Reply #1 on: February 28, 2009, 08:22:31 PM »

1.0 - GENERAL GAME PLAY


1.1 - Is there a beta?
Yes, Earthrise is currently in friends and family beta and we can expect the closed beta to begin soon (Expected during February or March 2010). ALL information about it can be found here.

1.2 - Are there different races and will they be playable?
No. As the setting is futuristic Earth, the only current playable race is human. There are however many different types of mutant creatures that have been drastically altered from fallout that players will find in the game.

1.3 - Are there different classes and levels in Earthrise?
No, Earthrise is a skill based game, meaning there are no classes or levels. Instead characters will advance through training in skills and any character regardless of faction will be able to progress in any and all skills in the game. This means that players will be able to play any "role" they wish and can change that role at any time by advancing in other skills. Some players will naturally prefer or be better at facilitating certain roles, but there won't be any artificial restrictions that prohibit players from making the choice of how they want to play their character. Player choice will only be limited by how much time and effort they use to skill up.

1.4 - How does the skill system work?
The skills will be divided into three basic categories - combat skills, crafting skills and social skills.

Combat skills such as shooting, hacking, healing, support skills, etc... will open new abilities and tactics that you can use while fighting. It will also unlock passive abilities that will strengthen your character.
Crafting skills such as extracting elements from debris and mutant tissue, constructing various items, designing new enhancements, repairing items, etc... will provide you with better recipes and designs.
Social skills are much different as they will be advanced offline while not playing. These skills will be used for social advancement and better income through "job" advancement. This "job" will be your characters place and role in the world when you are not out adventuring or stalking your next victim and will provide players with monetary income that will increase as your character "climbs the corporate ladder." Only one character (your main) will be allowed to have these skills to prevent exploitation.

Skill advancement will have a unique approach. Each of these general categories have an experience pool that will be advanced through various actions associated with the category. I.E. Combat actions (killing mutants and completing quests... experience through PvP is still being discussed) will raise your combat experience and crafting actions will raise your crafting experience. They have also commented a little on the design behind the advancement. "...we have taken a different approach to the way the skills advance, which I cannot comment on too much because we're still in beta. We will try to offer a very interesting approach based on character actions, because skill advancement through use gets very repetitive and boring. We wanted to make it more fun and more attractive for players to advance their character. They will be able to do all sorts of actions, but they will have to make some decisions while doing those actions to advance their skill. It's up to the player to decide on what skill to focus rather than the system choosing based on skill usage." It is also important to note that currently combat skills will only increase through PvE and not PvP but they have stated they are still debating this.

Although it is possible to learn every skill in the game it is also possible to specialize in a select set of skills only. Depending on what you want out of your character will determine the time and investment players put into their skills.

1.5 - What are abilities and tactics and how do they work?
Abilities  will be learned through skill ups that will unlock both active and passive abilities.
-Active abilities  are actions that players execute through shortcuts the player picks to achieve an advantage in combat, heal themselves or others, etc...
-Passive abilities  are permanent enhancements that benefit your character. These 'permanent' passive abilities can be confusing as they are not always active. Although your character has learned them permanently these passive abilities will only be active when the character is using gear that can activate and provide the unique bonuses to your character. Choosing what Passive Abilities to unlock will decide how your character's base statistics in combat (and crafting) advance.

Tactics  are small enhancements and modifications that players can apply to abilities that will modify the ability in a beneficial way to suit the player's needs (Increased damage, faster cooldown, healing bonuses, etc...).

Earthrise uses a complex system that matches different tactics with different abilities and allows for experimentation - mixing and matching as they see fit. As long as the ability type is compatible with the tactic type they will be able to be tied together. Currently there are 50 different tactics in 5 categories that players will be able to add to their abilities, including several different tactics or several copies of the same tactic to one ability for customizing their actions. This will allow for a huge degree of player customization and experimentation with various builds - even between players with similar play styles.

Although you can theoretically unlock every ability and tactic in the entire game with enough time and effort, you will be limited by what abilities you can use at any one time by the choice in gear and armor you have on. Certain abilities (both active and passive) will require certain choices in technology to function and will be provided by different make up's of gear. This allows for skill to be a major factor in PvP as you cannot execute every single ability you have at your disposal at one time. Instead you will have to think strategically and plan around your technology to provide the best set of Abilities and Tactics that you feel will be useful to you and your group in the battle.

1.6 - How will grouping work?
From what we know so far, players will be able to group in a squad of 6 people. There has been mention of "friendships" between squads that would facilitate larger group coordination although the details on how this will work are still unreleased. By utilizing the group interface, players will have the option to support each other through the use of certain abilities as long as they are in range. Groups will also have extensive loot options that allow distribution of found items between players in many ways, from random or free for all to distributing items depending on their type and quality.  

1.7 - Will I be forced to join a guild or will I be able to solo?
No, you will not be forced to join a guild and soloing will be an available option, although the game will be more focused on guild play. One of the main aspects of the game will be the guild conquest feature, and a large part of the game will be centered around it. For players that still prefer solo play, there is nothing saying you cannot participate in the overall war and guild territory conquest. Becoming a hired hand or mercenary and offer your services (whatever they may be) to whatever guild or player is in need of them at the time. These players can be without official obligations and jump ship whenever they feel necessary or maybe just side with whoever is currently stronger at the moment, constantly claiming superiority.

It will also typically be more risky and more challenging to be a solo player, unless of course you make such a name for yourself that you can hire your own defense squad or no one would dare touch you for risk of losing your valuable services. Experienced and expert crafters are one of the possibilities of solo players that can make such a name for themselves. Solo players will have the options to participate in both the PvE as well as PvP portions of the game and have many options and play styles to choose from. From participating in solo missions and crafting, or becoming a criminal who kills and pillages any unsuspecting player who happens to cross their path. Maybe you want to become the infamous Bounty Hunter who hunts these lawless thugs to no end, these players will have many options to choose from.

1.8 - How does questing work?
Questing will take on several forms. The storyline quests will be focused on the main and side quests associated with the conflict between Continoma and Noir. These will range from simple quests to long and challenging chain quests. The organizations (minor factions - see under Factions) will also provide a system of randomly generated quests with a great level of variety in their goals. These randomly generated missions will be easily accessible from many places. Guilds will also have access to specific guild quests that will take the cooperation of dozens of players to complete. Finally, almost every quest in Earthrise will have an effect on your Contribution score, a measure of your affiliation between Continoma and Noir.

1.9 - Is Earthrise a PvE or PvP game?
Both. The game is PvP-centric as a major focus of the game will be the territory capture feature, faction fighting and resource gathering portions of the game. PvE will also play a large part of the game though as your characters skills will only advance in PvE, of which solo and group questing will be a large part. Crafting is a central part of the game and the economy and it will be directly effect by, and effect both PvE and PvP. Although crafters that wish to only participate in their choice of content will have the option to do so. Players can choose to remain in the safer areas where they are less likely to encounter the enemy faction and harder mobs or you can choose to venture out into the more wild, less secure areas where the rewards will be greater, but so will the danger. The greater the risk, the greater the reward.

1.A - What about character customization?
Players will get all the typical physical customization that you would expect at character creation (Gender, skin color, height, hair color, body shape, etc.). However, in game crafters are the true vessel of customization. They will determine the color, quality and special enhancements of each and every item they create. If you are picky on every detail and cannot find the exact item you want on the market, you can hire a crafter to make the item exactly as you see fit, or... you could of course do it yourself if you are sufficiently skilled.

1.B - Will Earthrise be first or third person?
"Earthrise will be played from a third person perspective and players will be able to view their character’s presence on the screen as they explore and battle through the tropical landscape of Enterra island. Players will be able to zoom in and out to view the fine details of their character or take a wide view of the surrounding area."

1.C - Will there be mounts or vehicles and what will be the requirements?
Yes, players will have access to two major types of personal vehicles, personal hovercraft and exoskeleton mechanoids. The only information on the requirements we know so far is that there will piloting skill(s) for vehicles - but it is unknown how it will affect different vehicles or how it will become available or skilled up. We also know that vehicles can be pocketed or left in a persistent state where they are subject to hijacking from other players. Abandoned vehicles that are unclaimed will eventually self-destruct.

Personal hovercraft  will be used solely for transportation. There will be several options in vehicle choice, including but not limited to hover skateboards and hover motorcycles. Larger hovercraft have also been mentioned. All of these vehicles will be customized (including design and color) during crafting by the crafter. These hovercrafts will also be land based only as the developers have stated that flying vehicles are not in game. Sustaining these personal hovercraft will require maintenance but they will not require fuel.

Exoskeleton Mechanoids  will have a very different role in the game, and each type of mecha will serve a unique function and will only excel at their designed purpose. The customization of these mechanoids and their functionality will be decided during the crafting process, including the weaponry.

-Harvester/carrier models main purpose will be the extraction and transportation of large amounts of materials and will contain very little weaponry.
-Combat models will excel at armed support and heavy combat. One of their roles will be artillery during siege combat as their distance firing capabilities will be far better than normal.

All mecha will require fuel to operate, as well as a serious investment in learning skills and costly maintenance. Although these machines will be demanding to own and operate they will play a large role in Earthrise. One of Enterra's most valuable resource named Xelyte is locked away in a dangerous portion of the island that is under biohazardous radiation. Exoskeleton Mechanoids will be required to extract and transport this valuable resource that will no doubt be sought after by other, possibly dangerous players. For the players that can afford the high costs, you will be able to own as many mecha as you want, so you will not be locked into a harvester or combat mech only.

1.D - What other transportation options are there?
You can foot it of course! You also have the option of using teleporters, but most of them will require a fee for instant transport to various locations on the island. This option could also pose a logistics challenge as many of these portals will be located in low or zero security zones. A considerably safer option would be to use exoskeleton mecha for long distance travel, although it will be very costly.  

1.E - Will there be pets and what role if any will they play?
From what we know, the typical "pet" found in most MMO's will be decidedly different in Earthrise. "Pets" will come in the form of Robotic assistants. RA's will be designed for specific utility and use and crafters will determine their function and design. You can expect to see uses such as repair and medical aid, combat assistance, a crafting droid and even such things to aid criminals and smugglers with disguise and security issues, among other things we haven't been told yet.

1.F - Will there be player housing?
They have expressed an interest and priority in implementing player housing but it will not be until after the game is launched.

1.G - Will swimming be in game?
They have not revealed whether swimming is in or not, only that they were previously discussing it. They have mentioned water having an effect on movement speed, but also that it will have a cosmetic feel over game play, not tactical.

1.H - What platform is Earthrise being developed for and how much will the game cost?
The game is currently only being developed for Windows although they have stated that they will consider Mac OS after release. Earthrise will operate on a subscription model (pay to play) that is expected to be priced in line with other subscription titles on the market.

1.I - What is the release date and how will I be able to acquire the game?
There release date is set for Q2 2010. Masthead has not stated whether the game will be available as a digital download, box copy or both. Expect more information closer to release.

1.J - Will the game support different languages other than English?
They have plans to localize the game, but have not revealed what languages they are aiming to support.

1.K - What graphics engine and middleware is being used?
"We are developing our own engine from scratch and it is designed to meet all needs of the Earthrise game play - huge persistent world with no instances, great graphics...and lot of internal tools, which cannot be purchased on the middleware market... Earthrise uses a modern rendering engine. Multiple lighting modes are supported using shader model 3.0 and 4.0. It has specialized rendering for special effects and materials including metal, glass, water, heat, skin, hair and others. There's extensive scene post-processing with HDR support, depth-of-field, motion blur, particle system with soft particles, as well as specialized indoor and outdoor-specific lighting optimizations and support for multiple dynamic lights. The engine also features advanced animation, very large terrain, multi-channel audio with effects, ragdoll and physics, and environmental effects like rain and snow." They have also confirmed that the engine is complete.

The middleware they have released to us that Earthrise will utilize includes SpeedTree for flora and Scaleform for a customizable UI.

« Last Edit: January 20, 2010, 03:32:01 PM by Doctor » Logged

Check out the UNNOFICIAL Earthrise Preview and the UNOFFICIAL Earthrise FAQ to learn all about Earthrise!
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« Reply #2 on: February 28, 2009, 08:22:44 PM »

2.0 - ECONOMY AND CRAFTING


2.1 - What sort of crafting system will be in game?
"Crafting in Earthrise is a complex process that is easy to understand but ultimately difficult to master." The crafting system will be very advanced with a large degree of customization and development available. The crafter producing the item will have the most control over the finished product, where they will be able to experiment with special enhancements that will determine the item's properties. The color and quality of each item will also be determined during the crafting process. ALL items in game can be crafted and will be needed continuously to support players needs as players will not be able to acquire them otherwise. This will make sure that Earthrise will have a high demand for skilled crafters and a player driven economy. A unique feature of the crafting system is that crafters can also disassemble items and use the components and resources from the salvaging process in creation of other or better items.

2.2 - What types of things will be craftable?
Everything in game. Consumables, devices and gadgets, blueprints, ammunition, buildings, weapons, drugs and medicines, vehicles - including mechanized exoskeletons and so much more. Only the most basic items and resources will be able to be bought by vendors, everything else will be crafted.  

2.3 - Will there be different crafting professions?
Yes, and no. There will be different skills associated with different aspects of crafting, each providing their own unique utility and function in their industry. All of these specialties will be able to be skilled up by anyone, choosing to master in one specialty or several, but it will take a lot of work and dedication to master all aspects of crafting. Crafting consists of 40 skills each with 10 ranks within, covering mechanics, electronics, engineering, construction and programming in several different industries. While most items will be able to be manufactured fairly easy in your specialty, some of the most powerful and complex items will require several tiers of components from several different crafting specialties in order to produce. Its up to the player to determine how much time they want to invest in the unique skills that involve crafting or not invest in any of them at all.

2.4 - What effect will crafters have on the world and economy?
"Thanks to the extensive crafting system and the way it influences item distribution in the whole game, a high level crafter might become powerful and renowned enough that even guilds would bow before his technological genius." Players that advance crafting and their specialization(s) to a high enough level can affect not only the economy, but also the political realm through the use or supply of their services and designs. These crafters can truly shape the world and affect changes through their talents. Considering all items will be able to be crafted and who controls what territory and monopolizes what resource ties into what items are available to be crafted makes this game a completely player driven economy.

2.5 - How much will items be customizable in the crafting process?
From what we know, appearance is set in the base templates. However, the crafter will be able to modify the color of the items they create as well as adding special enhancements that give innate bonuses through use of designs. With these designs implemented into the crafting technology, crafters will be able modify the item's properties and special effects of the item they are crafting. Quality of the item will be another important factor determined by the crafter's skill as well as what components are used and where the item is manufactured. In this way crafters will have a large input into the crafting process to determine the final outcome.

2.6 - What is item quality and how does it affect crafting?
Quality rating  is a value on every single item in the game that will have a direct effect on the item, from unusable to exceptional. The quality rating will be determined by a combination of the crafters skill, the quality of the components and resources used in creation or disassembly and the factory the item is created at, as well as luck.

Due to the damaging effect on the components used during the crafting process, the quality rating can be modified, returning a finished product with a lower quality rating than the input components. Currently with a combination of luck, player skill and location the rating can also be increased. This quality modification will also happen to items that are salvaged as the quality rating will follow an item into it's components. The amount the quality rating changes is determined by the crafters skill. If you craft or salvage an item from useless components you will most likely return a useless item or component. If a crafter with a high skill uses high quality components at a good factory he might return a finished product of exceptional quality. These exceptional quality items will have enhanced durability and a small bonus to statistics as well as being the most desirable in the game. Crafters will aim to produce these items, but it will be very difficult and time consuming to do so.

2.7 - How will salvaging work?
Crafters will also have the ability to dismantle and process down items - taking a source item and breaking it into its components. Many items in the game will have similar components used in the crafting process that can be extracted from one item and used in the creation of similar or completely different items. Similar to crafting a new item, this salvage process will also affect the quality rating. So if you disassemble the item into parts, the components will have a quality rating that follows through into the components barring any good or bad luck that can modify it. The amount changed is again affected by the crafters crafting skill, location and luck. There is also a penalty for salvaging items that the player doesn't know how to craft to begin with.

2.8 - What is durability and how do items exit the game?
Any item that isn't consumed upon use will also contain a durability rating that will be lowered over time as items are used or soak damage. When the durability of an item gets too low it will have adverse effects, like weapons that have their damage modifiers reduced, armor that doesn't work as well, slower vehicles, etc.. Even though items can be repaired, each time the durability of an item is repaired the quality rating of the item will also be reduced by a certain amount. The lower the quality rating of an item gets reduced, the lower the maximum durability. After enough repairs the lower quality will affect the durability of the item enough that it will break almost immediately on use and effectively become useless.

All items in game will wear out and become unusable after a certain time allowing them to exit the game, continuing to making crafting a central part of the economy. It will be important to replace these items when they are no longer suitable for use. Some of these items are not necessarily trash though... several types of the same trash item can be refined to produce a single higher quality item.

2.9 - Where will players be able to craft?
For almost all items in game you will be required to craft at designated manufacturing factories. These factories will be in secure areas where crafters will either perform their manufacturing or advertise their services. Players will also have to pick which factory to utilize as these factories have a direct effect on what can be manufactured and how well it will be produced. Other than the components, required skills and factories, player's wont need any other tools to aid in the crafting process.

Production units  are machinery specialized in the creation of certain types of items and each factory will contain a number of these specialized units. These production units will be used to create the specific type of items they are specialized in and players will have to utilize the proper production units to match the items they want to create. Each item crafted at the factory will require at least two production units, and both will need to be present at the chosen factory. Production units are also ranked in technological development - meaning the higher the ranking the better quality item it will be able to produce. To sum it up factory choice will determine if you are able to produce an item there and what the potential quality of the item will be.

Not everything will require the use of factories though. Some robotic assistants designed to aid in crafting will have limited crafting functionality and provide a personal crafting station for some uses outside of the factories. Although most items will still require full use of production technology at the factories.

2.A - How does crafting advance?
Crafting will advance with skill-ups as well as reputation achievements. All the basic and common designs will be unlockable through learning crafting skills, while the more powerful and monopolized designs will be attainable in physical form (as blueprints) only through gaining high reputation towards the various organizations. These blueprints will be available for trade so that both combat and non-combat orientated crafters have access to these designs. Crafters wishing to pursue these designs themselves will have the option to complete crafter-oriented organization tasks that ask for certain item(s) to be crafted and provided to the organization. Some of these quests will require a mix of crafting and combat as players might be required to hunt the parts and ingredients for themselves.

2.B - How will looted items affect crafters and the economy?
Looted items will play a beneficial role that facilitates crafting and the economy and in no way replaces it. Most items dropped from PvE encounters will be components - either technological (parts, resources) or biological (tissue, DNA) used for crafting. The developers have stated that there is also a chance of complete items dropping from appropriate mobs (like a bandit's weapon). However, even though there is a chance of a rare high-quality drop most of the items will be equal to player made items in equal tiers of power. One large distinction is that these looted items will lack any sort of flexibility and the limited choice will pale in comparison to the available choices and customization that player-made items will have. Only a small portion of different items will be available as drops, while all items will come from crafters that have access to a wide range of basic templates and a huge amount of enhancement designs to supplement them. To further provide for crafters, looted complete items that players don't find useful can be salvaged for their components to be used for crafting or selling/trading to crafters. This connection between looted and crafted items will also have its role in boss encounters as these raid bosses will also drop important resources used in the creation of some of the most powerful items in the game.

From a PvP perspective, looted items are equally as important. You might be able to acquire some powerful items and resources from players that will aid in the crafting and salvaging process. Some of these high-value resources are also un-insurable making these players prime targets for criminals or other players willing to supply crafters with these resources for money or for an exchange of product. Although it might not technically be considered a looted item, harvesting rare resources is one of the main aspects of the PvP territory conquest features in the game and these rare resources will have a major impact on crafters and the economy as they will be used in the production of the better and best items available in game.

2.C - Will Continoma and Noir have separate markets?
Yes, because of the political and military war being waged there will be separate markets for each faction. Players will have access to their particular market from every civilized location in the world, but not everything will be able to be put on it though. Noir technology that is considered illegal by Continoma will not be able to be listed in the Continoma market and vice versa. Neutral players will have access to both markets, so they will be able to buy items from players of one faction and sell them to players of another faction, reaping profits from the difficulty intended with the limited markets. These players will also carry the risks associated with 'smuggling' these items from one market to the other.

2.D - What is smuggling and how will it effect the economy?
Both Continoma and Noir have proprietary technology they wish to keep from the other side and in fact have laws banning the possession and use of such technology. Players will not be able to craft, store and trade forbidden items within controlled environment such as electronic warehouses and shops. Guards in the restricted areas will be actively searching for such illegal technology, and will become a threat if you are found to possess them. Some of these guards will only be searching for these items by sight, which will allow players to just stash their illegal tech in their inventory to avoid trouble. Other guards, and you will know them when you see them, will be actively scanning your inventory with special equipment to spot potential contraband.

Characters can gain skills that will aid in smuggling these illegal and restricted technology from one side of the conflict to the other. Smugglers will use these to hide what possessions they have in order to bypass the security and watchful eyes of the scanners. In areas where there is no law to abide by, players will have to watch for other players scanning their inventory for the potential profitable technology these smugglers might be carrying. Smugglers will have a dangerous but no doubt profitable role.

2.E - Will there be auction houses and player vendors?
Yes "Players will have access to the market from every civilized location in the world... to and from their warehouse. Their personal warehouse will also serve as the basis of player's personal shops, as a number of items can be marked for sale with assigned price. The size of the warehouse and the number of personal items for sale can be expanded by buying warehouse expansions, so players will be limited at first but will be able to turn their small-town garage sale into a profitable market store and take their profits further. Players will be able to access each other player's store by their in-game name, as well as search the global database of available items, with additional tools for market analysis."

2.F - How does mining and resource gathering work?
Resources are divided into common and rare.  

Common resources  (such as metal, plastics and silicone) used in the manufacture of the most basic and low-level items will have an unlimited stock from NPC vendors. If players don't want to invest their time in collecting these common resources they will also be available for purchase, however the price will fluctuate based on active game play. Common resources are tied to mines located throughout the low-level and high-level zones and will need to be protected from mutants and renegade bandits who shut down and infest the mines. Players will have to actively protect and defend the mines from such hostilities. When those forces succeed in shutting the mine down the price of the resource goes up while those who succeed in defending a mine will be rewarded with exchange tokens that can be used to acquire the said resource for free. This is how the most basic harvesting will be accomplished - through dynamic game play rather than a click-and-wait mining. Some resources can also be acquired through salvaging items from PvE or PvP loot (Ex. DNA from monster body parts or components or resources salvaged from player dropped items).

Rare resources  will be extracted in a completely different manner and will be used to manufacture the largest portion of items in the game - mid to high level. These resources will be the most valuable and beneficial and highly sought after. In order for these rare resources to be available on the server at all, they will have to be actively harvested by guilds since NPC vendors will NEVER provide them. If they are not harvested then all technology requiring the rare materials will not be able to be crafted since there will be no way to acquire the material. In order to harvest these rare resources guilds will have to conquer territory (each territory providing a limited number of different resources), and build mining facilities that will extract it.

Extraction of these rare and valuable resources will be an automated process of the constructed mining facilities in guild territory. They will be directly transported from the mines to the control center in the base, where guilds will decide how to transfer the bulk material to the guild warehouse. Guilds will have two realistic options, one will be costly but safe, the other risky but considerably cheaper. The safer option is to pay a costly transport fee so these resources can be sent directly to the safety of the guild warehouse. The cheaper option will be the use of player controlled mechanoids that will be able to carry large amounts of material. Using these mecha to transport resources to a safe area will be a risky option since they will be open to attack and possible loss of the resources being transported. Players may wish to personally transport materials by carrying it in their inventory, but transporting a large amount of material will not be economically feasible.

Xelyte  is a rare resource that will be mined in a different fashion. This is at least one highly sought after material that will only be able to be harvested and transported by player controlled mechanoids. It is a dangerous nano-byproduct that renders a large portion of the island under biohazardous radiation where some of the island's toughest mutated species inhabit. This area known as the Xelite fields is a rocky desert that will be as dangerous as it is alien. But mutated creatures are not the only thing to fear as other players seeking the same valuable resource contained in the area will be trying to extract it as well. This will make having support teammate(s) operating combat mecha to offer protection and safer transport a very desirable option.

Even though guilds will be the major factor in rare resource extraction, there will be options for solo players as well. Players can acquire rare resources from the market or through other means. Using the salvage process, solo players can extract the rare resources from items that other players have created or looted from powerful opponents or players from PvP. Options for PvE will also be included such as repeatable quests that are offered from some organizations that will offer some of these rare resources as rewards at the same time raising your reputation with them.
« Last Edit: February 01, 2010, 04:03:56 AM by Doctor » Logged

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« Reply #3 on: February 28, 2009, 08:22:54 PM »

3.0 - COMBAT


3.1 - What resource pools can we expect? Will players have health and mana?
Stamina, energy and shield are the three resource pools that have been mentioned so far.

Stamina is used for every action that requires physical effort and endurance. It will be expended whenever a character jumps or runs at high speeds. "Shooting with your weapon generally will not expend Stamina points, but combat Abilities may require Stamina points to execute."
Energy is used to power and operate characters machinery(gear) and electronics.
Shield is the protective shield that your gear generates to protect you from harm.

3.2 - Is FF on and is it possible to kill your own faction members?
There will be a form of friendly fire protection implemented in Earthrise, although you will still be able to damage and kill friendlies including your own faction if you want. The exact details on the friendly fire system are still not 100% clear and things might still get adjusted during beta testing. Here is what the developers have to say so far...

"In Earthrise, we have turned off friendly fire by default due to the dynamics of combat especially within mass Territory Conquest battles and to allow for a wide variety of area attacks. Players won't have to worry about damaging their own party members when hurling massive explosions on the battlefield and thus lose the combat momentum. Still, if they prefer to turn on their own, they can do that by holding an additional button while executing an attack. This enforces damage dealt to every target caught in the attack."

The developers have stated that there are several factors in their decision. One of these is the effect it will play in massive PvP battles like the Territory Conquest feature, which they believe will limit the usability of several skills and roles in the game - including melee and close combat as well as Area Effect attacks they have planned. They are also looking at faction standing, where accidental friendly kills (your fault or not) can cause gear and monetary loss as well as possibly disastrous faction consequences. The developers have also stated they are aware of the potential AoE abuse having friendly fire protection can lead to and are developing those attacks with this in mind. They are striving to achieve a game that is balanced but also fun, and will use testing to achieve this goal.

3.3 - How will movement, aiming and targeting work? Is it more like an RPG or FPS?
Combat and targeting update disclaimer: Due to a large amount of feedback and criticism of the released video showing the targeting system and some combat Masthead Studios has revised and improved the system to a great extent. "One of the major changes we have definitely improved on is the control scheme which has been made more responsive and ergonomic, making it much easier to move while targeting your opponents with special abilities." The improvements and changes to the system might have changed some of the aspects of combat listed below.

Movement  will be controlled by WASD, while aiming and camera movement will be controlled with the mouse. During combat, movement will play a role as players that move and jump will gain passive dodge bonuses (remember it costs Stamina to jump so don't expect constant bunny hopping). Also, players that are moving and jumping around a lot will have a harder time targeting and locking targets on their own enemy.

Aiming  will utilize an assisted cursor targeting system that will function in a way to allow fans of both shooter style targeting and assisted aiming, similar to Tabula Rasa to feel comfortable with. Targeting can be muzzle-point cursor based or unlocked cursor to target any position on the screen. Different weapons will provide different levels of targeting assistance, balanced against their lethal capabilities. There is no auto-attack in Earthrise and players will have to click to shoot very similar to a shooter. However, once a successfully aimed attack is scored on an opponent, futuristic weaponry provides broader aiming scope, allowing players to keep a steady shot at distant, small or fast-moving targets without having to be pixel-perfect in their aiming. Once a target is acquired this will not mean players can just recklessly auto shoot and score hits. Players will still have to aim and move to keep the target, it will just be assisted somewhat. The developers are aiming to make an RPG with shooter elements to make skill an important part of combat, as well as gear and ability/tactic choices.

3.4 - Is there a cover system and will players have hitboxes and locational damage?
No, currently players will not be able to hide behind small objects to increase their cover as they will have to completely break line of sight to not be able to be hit by direct attacks. Headshots will also not count for extra damage as there is only a single hitbox. The developers have stated that they will implement item qualities and effects that simulate the effect of locational damage, but it would be based on fine tuning your equipment effect rather than pure dynamic game play. No information has been released on whether shooting/striking a target in the sides or back will have an extra effect or not.

3.5 - What skills will be involved with combat?
Combat is broken in two major schools – Soldier and Tech; aside from these two schools is the support skill group.

Solider skills are those that operate with an array of weaponry based on physical prowess and coordination - from melee batons and special power fists through a vast array of ranged weaponry.
Tech skills are based on knowledge and use of high-tech gear, including operating weapons with the power of emotion; nanocontrol over clouds of combat nanites, or psionic powers that enhance mental powers.
Support skills  consists of First aid, scouting abilities dealing with stealth and confusion of your opponent, robotic control which allows players to have robotic assistants that help in combat, etc...

3.6 - What weapon choices are available?
Ranged weapons  will be composed of everything from pistols to rifles and launchers. The distance of the target is important as each type of ranged weapon has its most effective range. If you are not in the recommended range for that particular weapon, its damage output will be reduced. The developers have stated that they would like combat to be within viewing distance of their opponents and for this reason there will be no sniper rifles in game. This will allow players to see what they are fighting against and try to bridge the gap if they are melee or close range and maintain their distance if they are medium and long range. Ranged weapons will also require ammunition to function of which there will be varying grades and damaging potential.

Melee weapons  will also have a place on Enterra from daggers, to katanas and high-tech maces. Recent advances in technology have proven to make effective melee weaponry that can exploit certain weaknesses in personal shield technology. These weapons will be suited for ambushing or close overpowering attacks. Melee weapons will also contain embedded fuel cells and circuitry that power the damaging effects these weapons produce that will function much like the ammunition of the ranged weaponry.

Holographic or psionic weapons  are unique weapons that utilize a special brain interface allowing players to control deadly weapons using subconscious intuition, emotions and such. This array of armament is known as Cybermentalism.

Ranged vs Melee  is something that the developers are definitely taking into consideration when developing and balancing the skills, weapons, and tactics of the game. Ranged fighters will have the advantage of the safety of range, but they will also be limited in the frequency they will be able to land powerful hits that trigger special effects and conditions. Ranged fighters will also have abilities they will use to try and keep their opponent at a distance. On the other hand... Melee and close combat fighters will have ways to close the distance such as sprint attacks, the ability to jam weapons from a distance, and slow or even paralyze players in order to get in close range. Melee will also operate on a different critical hit system that will allow them to score more powerful blows and more frequent triggering of special effects tied to them.

3.7 - What armor choices are available?
Each suit of armor contains an energy generator that uses battery capacity contained in each piece of the player's armor. Customization of the armor during creation will allow for players to create and use armor based on their play style. Players can choose to have low regeneration but higher values in other properties, and vice versa - high regeneration with disadvantages in other properties. Players will also be able to install devices in their armor that unlock and aid in the execution of the best and most powerful abilities in the game. Armor choice and design will play a large part of what abilities your character has access to at that given time. We don't know a lot more information about armor or the devices at this point.
      
3.8 - Will there be requirements to wear/use this gear and will I be able to swap them in combat?
Physique and Intellect  are the base physical attributes that determine if players are able to wield/wear certain gear. Depending on how the player decides to distribute these attributes and if they are advanced enough in them will determine what types of gear and weapons they will be able to use or not. We know that players will be able to maximize their total attribute pool early in their character's career and the developers have stated they want players to be able to use moderately powerful weapons after a small gaming investment, and everything else onward requires players to actually play to unlock the features of the game. Advancing and developing these base physical attributes will be done through unlocking certain passive abilities from skill-ups. We also know that players will be able to change their attributes through modifying their genetic condition where small modifications will have affordable costs while large changes will require a massive investment. The more powerful items in the game will be customized with special enhancements and will require a higher amount invested into these attributes to utilize. Its also important to note that this better equipment will not have an overpowering effect compared to moderately powerful gear. The developers have stated that Earthrise will aim to have a low "power creep curve" where player skill will be an important factor that gear will not render useless.

Switching gear  will be possible with weapons during combat. There will be a delay while switching though.

3.9 - Will there be stealth or disguises?
Yes, just as there will be means for players to detect invisible enemies. Players that have access to this advanced cloaking technology will be able to become invisible since the technology allows for light to travel through every angle to create an optical illusion to create the effect. Cloaking will also have severe limitations, requiring players to trade off the use of many power-hungry abilities from their suits and weapons to maintain the cloaking effect.  

Some players will have also have access to abilities that allow them to try and hide their affiliation with either Continoma or Noir to fool other players or bypass enemy guards safely. Some criminals will also be able to hide their fame, to avoid being hunted by the local security.  

3.A - How does the full loot, death and insurance system work?
Earthrise introduces a full loot system that will feature a unique Insurance system. This feature provides a twist to the loot system that can limit item-loss for the deceased for a cost, but it can also provide the killer with a good amount of monetary income as well as loot to counter balance it.

Insurance - The insurance system in Earthrise will allow players to recover the items in their inventory they have insured in case of death. This will allow players to prevent the pieces of gear and items they consider valuable (if they are able to be insured) from falling into the hand of the enemy that killed them, as only the items you have that aren't insured will be dropped on death and become lootable. Players will be able to use this insurance feature around Enterra by utilizing insurance terminals located in civilized settlements throughout the island. They will not be found in the wilderness and players will have to travel to use them, although they have stated they will not make them so scarce it will take a long travel to find one. Terminals will function by allowing players to choose whether they want to insure their entire inventory or just certain specific items they don't wish to lose and pay the resulting fee. Some items will NOT be able to be insured such as a Continoma player carrying illegal Noir technology or vice versa as well as some extremely valuable and sought after resources that the insurance company will not take the risk of insuring. Certain items specific to the PvE experience will not need to be insured as they will not drop on player death.

The cost of insurance will be determined by several factors. One of those is the cost of the item. There will be a nominal minimum (to discourage insurance of cheap items) and nominal maximum (to encourage insurance of expensive items). There are also items that are not completely illegal, but they are restricted. Those items will face a heavy tax in order to insure. Another factor is your faction standing - the better your standing with your faction the more of a discount you will get insuring with them. The cost of emergency insurance and re-insuring are a result of death and are described below.

Death - If a player is killed then the dead player will resurrect at a resurrection spot (only at a place they have previously visited). At this point the dead player will be able to claim all the items they had previously insured. Any items that were not insured (including ones you found/looted and hadn't made it back to a terminal to insure) are at risk of being looted by anyone at this point. The dead player will also have a few "seconds" to claim emergency insurance  on some of these uninsured items if they really don't want to lose them. Using this emergency insurance will require a hefty payment - much more expensive than regular insurance to have your item returned to you. After death players will be able to re-insure by hot-lining directly with their insurance company; however, they will only be able to repeat the last insurance.  In order to be able to pick and choose which items to insure individually, players will need to visit another insurance terminal.

Looting - When a player dies they will drop all their uninsured items. These uninsured items (including worn items) that the dead player has not previously insured or doesn't want to claim through the emergency insurance will be available to be looted by anyone. Even if your victim is very careful and fully insured, or has not been out picking up new items that they haven't insured yet, dedicated PvP players WON'T be left empty-handed. When a player kills another player you will receive monetary income - a premium of what it cost the other player to insure their items. This will make players with valuable gear some of the juiciest targets even if they are fully insured. Even if the killer is not able to get everything off the person they will never walk away empty handed. It is important to note that this premium the player gets from the victim's insurance replaces full monetary loss on death. Players will not be able to loot all the money the other player has after killing them.

3.B - How will healing work?
Healing will take a different approach than most MMO's. Instead of players healing your "health" what you will see will be players that specialize in recharging your shield. They will try to maintain and recharge the protective barrier that is keeping you from taking direct damage. Healers will work to directly recharge your shield, channel their own energy to power others, or even link themselves to other players to support them with their own resources.

3.C - What about PvE and mob AI?
"The island of Enterra is generally a dangerous place populated by large numbers of predatory mutants, renegade bandits and robots gone independent and hostile. Each type of PvE opponent will feature several levels of difficulty with it's own set of abilities and statistics that will challenge players...some will be self-sacrificing in combat while others will break under the pressure of the combat and run away; some will call for help and enrage their nearby friends, others will prefer a single combat; some will be more attentive and paranoid about their environment, while others will close an eye for what is happening around; some will be more cunning and use their abilities better than others. Players won't know what to expect from their opponents, thus combat with each mob will provide a small, but constant challenge in predicting ways to deal with the most complex behavior and preparing for it in advance." There will also be raid bosses that will no doubt require a cohesive group to challenge.

3.D - What is battle rating and how do we determine mob difficulty?
Battle Rating is a numerical ranking of how tough a player or monster is. It will be determined by how presently equipped and skilled you are - weapons, armor and abilities learned will contribute to the rating. You target's battle rating will be visible and the difference between your rating and a mob's will decide how much combat experience a player will gain from killing it, or how juicy of a target you are to the mob. This system will also be used for group play.

A unique feature of the battle rating system is that players will have some options to modify their current rating, removing or using less powerful pieces of gear to lower it. Being able to actively modify your BR can provide players with several functions. It will allow players that lower their rating to receive larger experience gains from weaker mobs by using weaker gear to match them with a greater challenge than normal. This could lead to the possibility of veteran and more advanced players lowering their BR and teaming up with newer or less experienced friends and guildies that will allow them to play together and still provide worthwhile bonuses for both players.

« Last Edit: January 08, 2010, 08:36:35 PM by Doctor » Logged

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« Reply #4 on: February 28, 2009, 10:10:40 PM »

4.0 - PVP, TERRITORY, FACTIONS AND GUILDS


4.1 - What factions are in game?
There are two major factions in Earthrise - Continoma and Noir and the main story will revolve around the struggle between them. Players will start with a neutral character in the starting area where they will be introduced to both factions. They will not need to immediately choose which faction to join at that point as players will be able to choose their faction at any point in their career. It is important to also note that players will not be forced to join a faction and it is possible to remain neutral (sort of a third faction). Some neutral players and guilds might include smugglers, criminals, bounty hunters, mercenaries, crafters that want personal access to both sides of the market, etc... Being neutral requires players to continuously mind their reputation to not either be viewed as too friendly to either side, making you become an enemy of the other.  Some criminal, mercenary, spy or outlaw organizations might stray from the overall conflict or change their faction/guild loyalties to suit their own interest or whenever they feel a potential for lucrative gain.

There are also several minor factions (called organizations) that are aligned with either Continoma, Noir or remain neutral in the conflict. These will play an important role in the overall conflict and for player advancement and development. Organizations are based around the strategic knowledge and closely guarded technology that they specialize in that are given only to people who are loyal to that organization, in the form of favors. Players who gain reputation towards these organizations will be allowed to receive such exclusive designs, usually powerful enhancements for player technology. Some information on these organization can be found here, although it is not always completely up-to-date.

4.2 - Are you locked into the faction that you've chosen?  
No, players will be able to work towards changing their faction affiliation when they see fit and some players will no doubt have good reasons and plans for such betrayals. There will be a system that does limit continuous "Faction-hopping". "In some cases where players attempt to shift too much from one side to another and then back (with the exclusion of spy missions), they will accumulate Traitorship. This is a negative score that takes time and effort to clear and as long as players are considered a traitor, they won't be accepted among the other faction members. ...But it won't take long for an active player to return to normal so they can choose their side again." It is important to note that not only are you not locked into the faction you have chosen, you are also not limited to who you associate with. Players WILL be able to group with members of the opposite faction or neutral characters as well as form mixed-faction guilds. Although players in these mixed groups and guilds might find a tougher time in game with their higher discrepancy value.

4.3 - What is discrepancy value and what effect will it have?
Discrepancy is a value measuring the internal political or ideological turmoil of a group of characters. This means that groups made up of various faction allegiances  (including renown criminals) will have a High discrepancy value and will have a harder time taking on party quests. If most or all of the players in a group share the same political view then the group will find itself with a low discrepancy value or none at all. Discrepancy can also affect guilds... If a guild/group is seen as torn between its members interests, it may find itself temporarily in a position where it will be cut off from certain influential parties, impairing their progress and development. Although, all guilds (including mixed-faction) will still have the potential to conquer territory and make themselves influential through resource gathering and sheer fire power.

4.4 - What about guilds?
"In Earthrise players will be able to organize into Guilds - independent organizations following their own military, political and economic agenda. While Guilds are highly encouraged and courted by both Continoma and Noir, too often they rise with their own plans on dominance that slowly shifts from the civilized lands towards the contested grounds where Guilds vie for control over the natural resources of the island." Guilds will play a large part of life on Enterra and are a major force in shaping the land through their plans for profit and domination, separate from or in conjunction with the overall conflict. This strife will culminate ultimately in Guild vs. Guild (GvG) warfare in the territory conquest feature of the game where guilds strive to conquer and control territory. Guilds will be highly customizable and allow for a wide range of differing guild structures and environments catered to each guild's play style. As for guild management features, expect everything you would normally expect MMO's to have, including "message of the day", integrated message board and calendar feature, customizable guild ranks and structure, etc. Also, expect some not so common features such as polling to allow the group to make decisions on their own. As mentioned above guilds will not be limited in their membership and guilds will have the option of having a mixed-faction membership, but it could suffer from discrepancy.

Creating a guild  will be a familiar process for most guilds and will be done at places such as Sal Vitas, Noir's secret base, and few others. First, the soon to be Guild Master will need to have an initial number of registering players to form the guild. After this, the GM will be required to choose the name of the guild, its initials and icon badge. After this the GM will distribute his first five subordinates within four distinctive ranks.

Guild Ranks  and structuring will be highly customizable. Each rank will have a customizable name that can be modified to fit the guild as well as displayed proudly under your name for everyone to see. Rank's will also have customizable permissions and restrictions that can be set to allow for guilds to create whatever specific environment they would like to have in their guild. It could be anything from a completely open, democratic guild to a totalitarian system where everything will be controlled by one person. The permissions that can be set on each separate rank will include such things as managing the guild structure, modifying privileges or adding and removing players from the different ranks. It will also include Bank account access, item warehouse level of access, managing the guild store within the global market. As well as announcing wars or signing treaties with other guilds, deciding which buildings to build in guild territory, decide when these buildings should be deconstructed or set to self-destruct and much more. As you can tell, guilds will have a high degree of customization on how they want their guild structured through the use of this Guild Rank system.  

As mentioned above, guilds will NOT be limited to a specific faction only and players will be able to form guilds that are faction specific as well as mixed. Although mixed-guilds will suffer from a higher discrepancy, they will still have the option of conquering territory and creating a guild base. A guild base will be just as the name suggests - guild oriented. As such ANY guild will be able to conquer territory and develop a base if they have the resources to do so.

4.5 - What about guild bases?
Guilds bases will only be available in contested territory, and considering the contested territory contains some very valuable resources it will be a constant struggle to maintain dominance of these. Many of the more valuable and better items in the game can only be crafted using resources found exclusively in these contested territories. Guilds will set up mines in their bases to extract the valuable resources to either horde/use them for themselves or make a valuable profit off of them. The factions and guilds will be at war to control who has access to which resources and they will be disputed often.

Players will be able to design their own guild bases with player created buildings - including mining facilities, factories, administrative buildings, defense turrets, and facilities that provide easier access to the market, bank, and teleportation among other things. Guilds will be able to build these important buildings quickly in order to utilize the ownership of the land as quickly as possible, although constructing these buildings will be very expensive. A guild base will be extremely functional and useful, as well a profitable and guilds will want to own and secure these bases from enemy hands.

The control building  is the main building that determines which guild owns the territory. This building has a large list of available upgrades that will enhance or benefit the other buildings in the area. Building these upgrades will also enhance the overall control building's structure durability which will be important to secure the base from easy attack. Upgrades that have been mentioned so far are turret upgrades that provide either additional raw destructive power or different attack qualities that plays with the opponent's weaknesses and defensive wall enhancements. Expect many more and varied options that will provide a useful, functional and fortified base. Since these upgrades are meant to be destroyed, they will be fairly inexpensive, but they will take days to construct.

4.6 - How will sieging and territory control work?
We only know what has been released so far and no doubt the system will be more fleshed and explained completely in the upcoming months... Siege events are frequently timed events that will only allow guilds/alliances to capture enemy territory during these windows. Each territory has specific siege times that are in sync with its neighboring territory. Since these events will only be open for a couple hours, guilds can choose to attempt to take over territories that would be most comfortable to their play style schedule to allow for their guild "prime-time" being the same as the siege window. This will ensure that guilds (including their neighboring rival guilds) will have the most members on during these prime-time attacks or defenses. Unclaimed guild bases will start as neutral and guilds will have to fight off a mutant menace infesting the area before they are able to claim the territory. Once a guild has cleared the area and claimed the territory they will become vulnerable to attack and losing their territory to other guilds during their siege window.

During the siege window - The guild base will be open to attack from any player, guild or alliance... but only neighboring, territory owning guilds will be able to claim the new territory if they have a successful siege.

To control a territory, the attacking guild(s) has to access the control building by disabling defenses and destroying the control building's upgrades; thereby reducing the structure's durability back to it's initial state. The more upgrades a base has invested into it, the more time consuming and difficult it will be to conquer. Since these upgrades will take days to construct it requires the guild to remain in control for a long period of time to create the strongest control building and base defenses. Territories that don't invest in the upgrades or haven't been in possession long enough to complete them will have a much harder time fending off attacks. It is important to note that upgrades and buildings are in fact separate things. To conquer the territory the attacking guild will only have to destroy the upgrades, not the buildings themselves. In fact, guilds will want to try and keep these basic buildings in tact when they are sieging. If a guild can capture the control building with buildings still in tact, they will change ownership along with the territory to the new guild. This will be a valuable boon to the attacking guild if these expensive buildings are seized with the territory. If a defending guild feels that the defense is hopeless they have the option to slowly deconstruct buildings to transport them to safety to prevent these expensive resources from falling into enemy hands. Or, the owners will be able to set buildings to self-destruct and try to take the enemy down with them. This self-destruct process will be interruptable, but it will be a dangerous and timely task.

After the siege window - The territory will no longer be able to be captured and buildings and upgrades can no longer be damaged or destroyed.

This doesn't mean that PvP and guild fighting will only happen during the siege times. Siege events are not the only time for GvG fighting, they are just the culmination of the continuous warfare these guilds will be waging to gain an advantage on the others. Guilds can still wreak havoc on other guilds and their territory through outright open warfare or guerrilla tactics. There will be many strategies and options in these off siege times including attacking the guild's members to try and disrupt their mining, transporting, repair and upgrade work. It will be a very good strategy to disrupt other guilds efforts during non-siege times as much as possible in order to have the upper hand in attacking theirs or defending your territory. Guilds will not be the only forum for pvp though, as players will likely find themselves in precarious situations often away from their base or protection of their allies.

4.7 - What does becoming a criminal and criminal status mean?
Each faction - Continoma and Noir, has it's own set of laws regarding who can kill whom. Logically, Continoma are free to slaughter Noir, and vice versa. Players will find themselves in open warfare with other faction members often. But when Continoma or Noir players attack their own, or decide to kill a neutral player who isn't taking part of the conflict, they will be reported as criminals and they will acquire criminal status. Criminal status will open you to bounties where player bounty hunters will be likely to hunt you down to attempt to kill you. Some players will choose to live the criminal life and doing this will allow you to join criminal guilds for their mutual protection - especially against these would-be Bounty Hunters. Having criminal status can also affect what areas you are considered welcome in. The more kills a criminal has and the more notorious they become the more hostile guards will react to your presence. Eventually this can prevent you from entering certain areas, although there has been mention of criminals being able to try and disguise themselves to try and hide their reputation. Criminal organizations and gangs will likely form criminal territories that will be extremely dangerous to tread through, sometimes even for criminals. Criminal status will not be a permanent thing as players can also work to clear their name, only if they want to of course.  

4.8 - What is the bounty system and how will it work?
"Bounty hunters are players who use their perfected player killing skills not to cause turmoil but rather bring justice and vengeance where needed." Whenever you are killed by another player that isn't of the opposite faction, you receive a death report from your watcher chip. The death report can be taken to a Bounty Hunter terminal to put a bounty on the head of the killer. Any registered Bounty Hunter (player character that has paid a large fee to register as a BH) can take the mission and hunt the "mark". The "mark" with a bounty on their head will not know if they have a bounty on them or not, or if there is, how much it is worth. When a player creates a bounty they will be giving BH's a reason to hunt these "criminals" as there are several reasons and incentives to complete these bounties. Players who place the bounty will also be given the opportunity to add a monetary reward on the bounty to encourage BH's to complete your job. As added incentive BH's will also receive rewards, both permanent and temporary for achieving their goals. The best Bounty Hunters will also get their services advertised across the city of Sal Vitas or the underground base of Noir.

Choosing which mission to take will be a top priority for Bounty Hunters, and they will likely prioritize them by biggest reward or the easiest to find being their primary choice. Several BH's will also be able to take the same mission, hunting the same mark at the same time. Once a mark has been picked the Bounty Hunter will receive "carte blanche" against them. This means they will be able to kill their mark without repercussions, including in secure zones. BH's will also have tools to track their mark which will make it much harder for players with a possible bounty on their head to feel safe or secure. If a bounty hunter does manage to eliminate their mark, the bounty will be considered complete and all other claims to the same bounty will be nullified. Also, when a player with a bounty on their head is killed by a BH, they will not receive a death report and the BH will not gain criminal status from the kill. This prevents the mark from trying to put a bounty on the BH that killed them. The developers have also stated they are working on a system that will try to limit exploitation as much as possible.

4.9 - Are there safe areas and NPC guards?
Yes, there will be both Safe Areas and Secure Areas. Safe Areas will be limited to small "social gathering places" where attacking will not be possible. On the other hand, Secure Areas are areas where attacking will be possible, but it will contain consequences. Secure areas will vary in grade and range from High security to Non-Secure. Players will feel safe in the High-Sec areas where guards will not tolerate any hostility or violence and will react immediately to prevent it. Players can choose to remain in Medium and High-Sec areas where they are less likely to encounter the enemy faction and harder mobs, but this will also come with a downfall. It will take longer for players to advance their characters in these secure areas, as opposed to the Non-Secure areas where players will likely be attacked by harder mobs, the enemy faction as well as criminals. Players who find themselves in these areas will advance at a faster rate, but the only security in these Non-Secure areas will be those provided by the players themselves. The greater the risk, the greater the reward.

We know that guards will be a deterrent for would be attackers in the higher security areas as they will react to any violence they witness. As was also talked about in the smuggling section various guards will be actively looking for contraband that is considered illegal in these areas. We also know that if you are attacked and killed by a guard, the guard will send the player's insured items to the insurance department & confiscate any illegal items that the guard's faction regards as contraband. This means that guards can and will sometimes loot players. It is also important to note that guards can be killed. Although if enough guards are killed, stronger guards will come as reinforcements and eventually a squad of super-strong guards will charge in to fend off an attacking force.
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« Reply #5 on: February 28, 2009, 10:30:25 PM »

5.0 - MORE INFORMATION


There is lots of information out there. Below are a few links that might be helpful. If you feel you have a valuable link that they would like listed here please send me a PM.
  
Official Links
Earthrise website  - The Earthrise official website.
Official FAQ   - The Earthrise official FAQ.
QOTW Forum  - Question of the Week Forum to provide answers to specific questions from the community weekly.

Unofficial Links
My UNNOFICIAL Earthrise PREVIEW is a great introduction to the game for newcomers.
Melkathi's Unnoficial Eye-Candy Database has all the latest released a large majority of released screenshots, concept art and renders organized by subject. Also, the first Earthrise teaser/trailer. NO LONGER UPDATED.
Kole's Datadump is a meta-article with a huge collection of developer quotes and interviews. This information is a valuable reference for searching through to find specific developer quotes.
Balthazar's fansite Firesock is an amazing site with quite a bit of information. Very helpful and organized.


Please PM or post any suggestions or questions about the FAQ. If people find this information useful than I will continue to work on it and update it.
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« Reply #6 on: March 01, 2009, 08:16:25 AM »

~Reserved
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« Reply #7 on: March 02, 2009, 11:54:59 PM »

~Reserved
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« Reply #8 on: March 03, 2009, 11:46:01 PM »

~Reserved
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« Reply #9 on: March 04, 2009, 11:29:15 PM »

Thanks, I went through and corrected the grammar errors you pointed out.  I've updated the vehicle section layout and included more information on the mecha, thanks for the link. I thought about just straight quoting the relevant portion, but it didn't feel right with the flow of the section. Hopefully my wording will convey most of the details.

I've removed "can we learn every skill in the game" and added it the "how does the skill system work" for more concise info. As suggested I went into more detail on the active and passive abilities. I'm very tired as I finished it off, so hopefully it isn't too bad. If it needs to be redone again I will do it. Oh, and Maelstrom - the nitpicking is perfectly fine. So far every single suggestion brought up has been a good one or every issue valid. Thanks for looking at it with such a detailed eye. Smiley
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« Reply #10 on: March 07, 2009, 10:34:47 PM »


In a couple of past interviews, Masthead mentioned that they were working on an alternative way of advancing skills.  I've found the recent quote that confirms that this new method is in the works.  There's even some insight on how it is currently structured:
Source:  Eurogamer: Earthrise Interview (Jan. 27/09)

This is definitely interesting and important enough to add to your FAQ. =)

Yes it is, thank you very much. I used a direct quote under the skill system section because I thought it summed it up very nicely. I've also gone through and done some preliminary editing of the Combat and Territory, guilds, pvp, section. Removed and combined some sections and cleared some answers up with more detailed info. Right now I feel most of the information is fairly organized and provides a clear and detailed picture of what we know. I will still continue to clean up, adjust and add information of course... especially if you continue to be such a valuable resource Smiley

I also ran into my first character post limit error so I will still have to redo/rearrange some sections to keep this information in the FAQ. Shouldn't be a problem.
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« Reply #11 on: March 12, 2009, 12:12:08 AM »

Thank you again Maelstrom for continuing to look over the FAQ with such a critical eye. Smiley

===============
-Added an armor section under combat to talk about what little details we know about it so far. I've also moved the can we switch weapons out of combat and combined it with a new section on requirements and weapon switching. In that section I have started to provide some details on Physique and Intellect and how it affects gear.
-Added the crafting catchphrase that they like to use Smiley
-Added more detail to the "What is item quality and how does it affect crafting?" section to make quality rating following an item and its components more clear. I also reiterate this point in "How will salvaging work."
-Added more information on factories and how they will function in "Where will players be able to craft?"
-Added information on hybrid crafter/combat quests and tradeable blueprints as suggested in "How does crafting advance?"
-Added a new section. "What effect will crafters have on the world and economy?" To give a better idea of just how important crafting is in Earthrise.
-Added a new section. "How will looted items affect crafters and the economy?" To talk about the correlation and relationship of the two.
=================


One thing I wanted to ask about...
- another important crafting dynamic is overclocking:Source:  MPOGD.com: Interview with Atanas Atanasov

It's a great find and I never actually came across it when researching information so it is really intriguing. I am however reluctant to add it into the information as that interview is from a year ago and I have heard almost nothing else mentioned about it since. I'm not too sure if they still want to implement this. On trying to find similar information I came up with...

Quality of manufactured items will also be a very important factor, including several very cool ideas we are juggling with that throw a little sense of luck in the equation. Players might even find out that there are multiple approaches towards attaining certain effect from a weapon, armor or a device.
This "luck" idea mentioned might be on the similar lines as the "overclock" - It was also around the same time period.

...allowing the crafter to set a long-term strategy how to use his acquired resources in order to meet the market demand. There's rarely a sizable chance of failure except when using poorly equipped factories or aiming at a very difficult product, in all other cases the failure margins are minimal or non-existing.
"aiming at a difficult product" seems more like trying really advanced designs with rare components than overclocking to achieve better success to me. If so the point about a rare chance of failure seems to contradict the overclocking feature. They atleast failed to re-mention it in that point if it is still being tossed around.
Perhaps you can provide some insight... What do you think?



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« Reply #12 on: March 12, 2009, 01:57:28 AM »

Keep up the good work on this guys!
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« Reply #13 on: March 12, 2009, 04:59:02 AM »

Great work putting all this information together, tyvm Doctor Smiley

I'm going to quote this unofficial FAQ on the Portuguese boards where I'm promoting Earthrise, with due credit to the autor. I hope you don't mind Doctor.

PS: I have no problem at all with trusting the information contained in the FAQ independently of the autor's post count.
For me thats completely irrelevant and I understand that people have other things to do rather than spamming this boards daily.
I've been following closely the development of all news regarding this game and feeding myself of all official information that becomes available, and imo this FAQ is accurate enough and certainly a great source of information for people that want to know all about the game with the least effort possible.
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« Reply #14 on: March 12, 2009, 08:47:54 AM »

Thanks for the kind words everyone.

Vassago - by all means use it. That's what its here for.

Melkathi - Hah, that's not the reason I'm doing this Smiley But seriously Maelstrom has been a real help and a great fact finder and source digger.
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