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Author Topic: UNOFFICIAL Earthrise FAQ and Information [UPDATED AUGUST '10]  (Read 18355 times)
Doctor
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« on: February 28, 2009, 08:22:09 PM »

INTRODUCTION

DISCLAIMER -  As the title of this topic suggests this is an UNOFFICIAL FAQ and is in no way supported or endorsed by Masthead Studios. 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.

There is still so much unreleased information. 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.

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.A - What about guilds?" Just use your browser find for "4.A" 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 swimming be in game?
0.9    Will it be an instanced or open world?
0.A    Will the game have a single server or multiple?
0.B    Will multiple characters be allowed?


1.0  GENERAL GAME PLAY
1.1    Is there a beta and when is the release date?
1.2    What can you tell me about character creation? How much will players be able to customize their character?
1.3    What will the new player experience be like? Will there be a tutorial?
1.4    What races will I be able to choose from?
1.5    What classes will I be able to choose from and will there be levels?
1.6    What are the basics of the skill system?
1.7    What are abilities and tactics and how do they work?
1.8    How will offline skill advancement work and what benefits will it provide?
1.9    How will questing work?
1.A    Is Earthrise a PvE or PvP game?
1.B    How will grouping work?
1.C    Will I be forced to join a guild or will I be able to solo?
1.D    What transportation options will players have? How will players travel across the island?
1.E    What sort of vehicles or mounts will be in game and what will be the requirements?
1.F    Will there be pets and what role if any will they play?
1.G    Will Earthrise be first or third person?
1.H    Will there be player housing?


2.0  CRAFTING AND ECONOMY
2.1    What sort of crafting system will be in game?
2.2    What types of things will be craftable?
2.3    How much will items be customizable in the crafting process?
2.4    Will there be different crafting professions?
2.5    How do crafters advance?
2.6    How are designs obtained and how will they work?
2.7    Will crafters be able to mass produce items?
2.8    What is item quality and how does it affect crafting?
2.9    What is durability, can items be repaired and how do items exit the game?
2.A    How does recycling and disassembly work?
2.B    Where will players be able to craft?
2.C    Crafting FLOW CHART
2.D    What effect will crafters have on the world and economy?
2.E    How will looted items affect crafters and the economy?
2.F    Do NPC vendors exist and play a role in crafting and the economy?
2.G    Will there be auction houses and player vendors?
2.H    Will Continoma and Noir have separate markets? How will players have access between them?
2.I     What is smuggling and how will it effect the economy?
2.J     How does mining, harvesting and resource gathering work?
2.K    How many resources are available? How will they be divided?


3.0  COMBAT, INSURANCE, LOOTING, DEATH
3.1    How do players enter/leave combat? What is battle and exploration mode and how does it work?
3.2    Will we be able to switch weapons in combat?
3.3    What resource pools can we expect? Will players have health and mana?
3.4    Is Friendly Fire on and is it possible to kill your own faction members?
3.5    How will movement, aiming and targeting work? Is it more like an RPG or FPS?
3.6    Is there a cover system and will players have hitboxes and locational damage?
3.7    How do the combat skills work?
3.7    What weapon choices are available?
3.8    How will players advance their combat skills?
3.9    What weapon choices are available?
3.A    What armor choices are available?
3.B    What are the requirements to wear/use gear?
3.C    Will there be stealth or disguises?
3.D    How will healing work? Will support based characters be active in combat or stuck as support?
3.E    How does the full loot, death and insurance system work?
3.F    What about PvE and mob AI?
3.G    What is battle rating and how do we determine mob and player difficulty?


4.0  PVP, TERRITORY, FACTIONS AND GUILDS
4.1    What factions are in game?
4.2    What benefits do factions and organizations provide?
4.3    Are you locked into the faction that you've chosen?
4.4    How will faction identification work? Does enemy information only appear after targeting or is it more easily visible (ie. floating names)?
4.5    What role do factions play in PvP and territory conquest?  
4.6    What is discrepancy value and what effect will it have?
4.7    Are there safe areas and NPC guards?
4.8    Where will NPC guards appear, how will they react and how will faction affect them?
4.9    What does becoming a criminal and criminal status mean?
4.A    What is the bounty system and how will it work?
4.B    What about guilds?
4.C    What about guild bases?
4.D    How will guild bases be designed?
4.E    How will sieging and territory control work?


5.0  TECH & MISC INFO, LINKS, RUMORS
5.1   What platform is Earthrise being developed for and how much will the game cost?
5.2   Will the game support different languages other than English?
5.3   What graphics engine and middleware is being used?




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 swimming be implemented?
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.

0.9 - 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.A - Will the game have a single server or multiple?
Although its not definite, plans are to have one server at release hosted by GNi.

0.B - Will multiple characters be allowed?
The question of alts is still being decided upon, but currently, 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: August 31, 2010, 02:25:11 AM by Doctor » Logged


Check out the UNOFFICIAL Earthrise FAQ to learn all about Earthrise.
Doctor
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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 and when is the release date?
Yes, Earthrise is currently in a very limited CBT (Closed Beta Test). ALL information about it can be found here. The release date is tentatively set for Q4 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.

1.2 - What can you tell me about character creation? How much will players be able to customize their character?
Players will get all the typical physical customization that you would expect at character creation (gender, race, skin color, height, hair type and color, body shape, etc.). A color palette will be available to change your character's skin tone. You will also be able to switch through different facial attachments like glasses and helmets, plus beards for the males. It will not be possible to modify your character's face using sliders but there will be a multitude of distinctive facial templates to choose from, a different set for each race in the game. All characters will begin with standard suits that can be modified with looks as well as color(boots, legs, arms, 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.

1.3 - What will the new player experience be like? Will there be a tutorial?
When a character first arrives on Enterra they will arrive with a blank slate and have a great deal of freedom in deciding and experimenting which path they choose to take. Players will be introduced to the world surrounding them as well as participate in training missions. These will teach players how to survive as well as temporarily learn an ability from several signature skills (combat and crafting) in order to get a feel for them and how they play. Initiation training is designed to give you enough information so that you will be able to make a solid judgment on how to develop your character. This also applies to faction choice as characters will start neutral and be introduced to both political powerhouses without having to make a decision yet. At any time you will be able to choose a faction or remain neutral based on your knowledge and in game actions.

No matter what choices you make - in the starting area or in the general game world, no decision will have a permanent effect on your character that you may later regret. Because of the skill based system and sandbox style game play, players will be able to make any change to their character or play style they wish at any time. Some choices might take more time than others (like faction betrayal and switching) but any change will be possible. The starting area of the game can also skipped entirely or at any point whenever a player feels like it, although players are encouraged to complete the process.

1.4 - What races will I be able to choose from?
Since the setting of Earthrise is futuristic Earth, the only current playable race are humans(homo sapiens). You will be able to choose different ethnicities at character creation such as American, African, Asian, European, etc. Players will also be able to choose from distinct sets of facial features for each ethnicity. Although you will only be able to play as humans, that is not all that inhabits the island. Because of massive mutations from the fallout of WW3, players will encounter many different types of mutated and grotesque creatures.

1.5 - What classes will I be able to choose from and will there be levels?
Earthrise is a skill based game, meaning there are no traditional classes or levels. Instead, characters will advance through training in skills that will provide them access to new abilities and tactics to use. Any character will be able to progress in any and all skills in the game without a skill-cap. This does not mean that all players will become a generic jack-of-all trades able to use any ability they have learned at anytime. Even though someone has learned a skill, they are only able to use those skills with the proper type of weaponry and gear required to power/use it. With the use of tactics and devices(Tactics explained in section 1.7) it will allow for a large degree of customization while also allowing a lot of unique player builds. The game design 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 without being permanently locked into a choice. Some players will be naturally inclined to different "roles" and players will be able to customize their builds to to create a unique playstyle for themselves.  

1.6 - What are the basics of the skill system?
The skills will be divided into three basic categories - combat, crafting and social.

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 3 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) will raise your combat experience and crafting actions will raise your crafting experience. It is important to note that currently combat skills will only increase through PvE and not PvP but they have stated they are still debating this internally. Finally, players will be able purchase skills without the need to return to a trainer as well as being able to look over a skill menu that will show a list of all the skills(including crafting skills) that players will be able to work towards. Using the experience gained in each pool to train into different skills involves different approaches. Each category of skill is advanced and trained in a different manner than each other and is therefore explained in their respective sections. ( Social - Section 1.8, Crafting - Section 2.5, Combat - Section 3.8 )


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.

1.7 - 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. The most obvious version of these are equipment skills that allow you to use more complicated and better weapons, armor and devices. These 'permanent' passive abilities can be confusing as they are not always active. Although your character has learned them permanently they will only be active when the character is using gear that can activate the unique bonuses to your character.

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. Each ability will be upgradable with 2 tactic slots where players can choose separate or even the same tactic to incorporate into this ability in order to modify it. 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 you have on. Certain abilities (both active and passive) will require certain choices in technology to function. These abilities will be provided by different make up's and types of gear. Not only this but once an ability has been combined with tactics only that version of the ability will be available until remodified. This prevents players from using several different versions of the same ability with different tactics at any time. This allows for skill to be a larger 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.

1.8 - How will offline skill advancement work and what benefits will it provide?
Players will be able to advance their offline "careers" with non-linear development. As players gain Social experience they will be able to either advance into better paying jobs provided they meet the requirements, or continue to progress in their current position to get the associated benefits. Aside from money, players will be able to earn achievements at their workplace, that offer them items, designs or additional income that rewards the players for staying at one job long-term, instead of career-hopping. Also characters will not be punished for playing habits meaning consistent players will not earn less than more casual players who spend more time offline. Assuming 2 players have the same job, both will be paid the same salary on a daily basis regardless of how much time is spent offline. This income will provide casual players with a means of earning a small amount of money so they will not feel forced to log in everyday. It will also reward more serious players with the same bonuses on top of what they already achieve while playing.

1.9 - 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 that take you on an exploratory journey across the map and into some dangerous locations of the mutant infested island. Organizations (explained under Factions - Section 4.1) will also provide a system of one time and randomly generated quests with a great level of variety in their goals. Repeatable quests will vary in how often they are available from daily, weekly, etc... and 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. PvP specific quests are currently not implemented, although many quests take place in low-security and areas where the chance of encountering or engaging in PvP will be a real consideration. Finally, almost every quest in Earthrise will have an effect on your Contribution score, a measure of your affiliation between Continoma and Noir, as well as organization quests that will provide faction specific rewards and bonuses.

1.A - Is Earthrise a PvE or PvP game?
Both. The game is PvP-centric since 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.
« Last Edit: August 31, 2010, 02:26:00 AM by Doctor » Logged


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

1.B - 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. Grouping will not be a forced requirement but does have some benefits such as providing access to alternative and various game play options as well as the obvious safety in numbers. Squads 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.C - 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 have a large focus 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. 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.D - What transportation options will players have? How will players travel across the island?
Foot travel will be the most basic form of transportation. Characters will have a toggleable mode called exploration mode (explained under Combat - Section 3.1) that increases regular movement speed at the cost of combat effectiveness. Limited amounts of sprinting abilities will also increase your movement speed and combining sprinting with exploration mode will offer the fastest method of foot travel.

Teleportation will also be a major consideration when traveling across Enterra and within its geographical regions. It is divided up into 3 distinct types.
Large Teleporters - will provide a broad transportation network that will allow travel across the island instantly.
Small Teleporters - only allow travel between specific locations usually within the same larger geographical area.
Jumpers - offer one-way transportation that transports players to a specific location. The only details we know on these is that they will be the least frequent option of teleporting. They have been mentioned as designed to save players on annoying back tracking.

Teleportation cost, availability and limitation will be dependent on a few factors. Teleportation is designed in a way that the further a distance travelled and the more nodes crossed the more expensive it will be. It will offer convenient and instant transport but it will come with a "serious" monetary cost. Teleporters located within Continoma or Noir controlled territory will be off limits to opposing faction players but for aligned players these faction teleporters will offer a credit discount based on your Contribution Score (explain under Factions). Neutral players will have access to the broader network of teleporters as well, but criminals will find the most restrictions on which teleporters they will have access to. Certain teleporters will be off limits to them and pose a logistic challenge for criminals trying to quickly access certain areas. Guild bases will also be able to build a teleporter within their controlled area that can access the larger teleportation grid with associated fees, maintenance, and construction cost. Teleportation is not meant to undermine or trivialize other means of travel though. "As we design teleportation services, two principles are strictly followed - they should not make the world feel small and the vast expanses of territory meaningless, and they should not force vehicles as ineffective alternative."

Vehicles are the other major method of transportation that players will use to travel across and within Enterra and its locations. These are explained in the next section.

1.E - What sort of vehicles or mounts will be in game and what will be the requirements?
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. Mechs will be a vehicle that players will get into and pilot to use, not something that follows you around like a pet. Once inside of a mech your interface will also change to that of the mechs and what it is capable of, depending on the model.

-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.F - 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 such as combat assistance, repair and medical aid, crafting and even such things to aid criminals and smugglers with disguise and security issues, among other things we haven't been told yet. The purpose and ability of the RA will be determined at creation by the special designs used by the crafter in the crafting process.

1.G - 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.H - 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.
« Last Edit: August 31, 2010, 02:26:11 AM by Doctor » Logged


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

2.0 - CRAFTING AND ECONOMY


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 or bonuses. 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 the majority of 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 recycle obtained parts into raw resources as well as disassemble items and use the components and resources from the salvaging process in creation of other items that use similar components. Players will also be able to take advantage of the complex crafting system from day 1 if they wish and not have to wait for a certain minimum level since there are no levels. At release most of the crafting skills will focus on combat related crafts with only a few that are used for social and miscellaneous crafts. The developers have a "steady expansion path charted" for more variety to add after release.

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 and even those are sub-par comparatively, everything else will be crafted.  

2.3 - 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 resources and components, the crafter's skill, design availability and usage, combines and where the item is manufactured will all have an effect on the outcome of the final product. In this way crafters will have a large input into the crafting process.

2.4 - 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 80 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.

2.5 - How do crafters advance?
Crafters will advance with skill-ups as well as rewards from reputation achievements. All the basic and common technologies(crafting recipes) and designs(technology enhancements) will be unlockable through learning crafting skills. The technologies within a chosen crafting skill will be skilled up and unlocked in sequential order from rank 1 to 10. In order to acquire the next crafting technology in the chosen skill the previous must already be learned. Also, each new learned crafting ability will be more expensive in regards to crafting experience than the previous one and it will count not only for the respective skill but also for all crafting skills in the game. This system will stimulate crafters to specialize in certain areas and open numerous opportunities for differing crafting builds. Players that wish to dedicate themselves to crafting will have a challenging but rewarding experience.

2.6 - How are designs obtained and how will they work?
Designs are physical items (blueprints) that can be used to enhance an item with special properties during the crafting process. The best items will be able to be crafted with 4 design enhancements (Note: May have been reduced to 2) included.

Obtaining a design: One method is learning crafting skills involved in experimenting on and transforming resources into design blueprints. This will allow you to convert specific items and resources into a related design. Designs can also be obtained from faction and organizational rewards. Some of the most powerful and desired designs will be from these special organizations that will reward you with designs for trading acquired favor points for them (explained under Faction benefits - Section 4.3). 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 some of 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. Crafters will have to maintain a steady stock and re-supply of designs if they wish to be a resourceful crafter since design technology begins to wear down when used for crafting and will eventually lose its edge.

Edge is the amount of times that a specific design can be used before becoming useless. The initial edge count is determined while creating the design blueprint. The average quality of resources used as well as the success of the experiment in making the design will decide it's edge. The higher this number is the more use crafters will get out of it. The edge property requires crafters to have a continuous need for the resources as well as designs to craft customized weaponry. The edge is reduced each time it is used to craft an item or whenever it is slotted/unslotted from a crafting technology.

Crafting an item with a design: When a player wishes to craft an item with a design; it/they must be "set" into the crafting technology(recipe) that you wish to apply the design to. Of course only certain designs will fit with certain crafting technologies as there are so many variations not all are applicable to all crafting technologies. Setting the design blueprint into the crafting technology will remove the blueprint from your inventory and attach itself to the chosen crafting technology. Now whenever that specific item is successfully crafted it will also be created with the special enhancement of each design slotted. It will remain in that technology until either the edge of the design reaches 0 and removes itself or by manually unslotting it which will place the design blueprint back into your inventory. Designs will have different edge properties depending on how many times they have been used, slotted/unslotted and how well they were crafted - so it will be important to keep track of them, especially when crafting multiple items.

2.7 - Will crafters be able to mass produce items?
Yes, although crafters will only be able to mass produce items that they have accumulated enough materials to produce consecutively. Designs will also be another factor in mass-production since each time an item is made with design(s) attached, each one will lose a point of its "edge" rating. So crafters that wish to mass produce items with multiple designs attached will not only have to stock the raw mats to produce the item, but also a steady supply of designs, as well as have access to all the required skills or someone else who does to craft certain parts or designs for you. These hurdles need to be overcome if crafters wish to produce a specific "line" of items. Higher-tier items will have the same hurdles to overcome, but on a more difficult level. Resources and availability of designs will be harder to come by or require a bigger investment to secure as well as being harder to secure a steady flow of these for mass production. Crafters will also need to have more advanced crafting skills. Some higher end items will also require specific qualities of resource in order to produce.

2.8 - 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. This effect also carries through to every item that is created with it or every component that is derived from it so quality is a very important factor in all aspects of crafting. 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, the factory used, as well as luck.

Due to the damaging effect on the components used during the crafting process, the quality rating might 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 recycled or disassembled 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 an item or recycle parts from junk you will most likely return a junk item or component. Same applies if you try to disassemble a junk item you will most likely return a junk 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. Quality will also have a very important effect on durability.

2.9 - What is durability, can items be repaired and how do items exit the game?
Durability  is a rating that is included on every single item in game that isn't consumed upon use. It will be lowered over time as items are used(also includes non-combat related) or soak damage. It is currently not effected by player death. 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.A - How does recycling and disassembly work?
Recycling is a process that attempts to extract raw resources from collected parts(such as NPC drops or loot). This process is done with several sets of crafting related skills, but depending on how high of a skill they have, a fraction of the contained resources cannot be extracted and are lost in the process.
Disassembly is another crafting process that will involve taking a source item and breaking it into its components. This process will also have a particular set of crafting skills related to the item type being disassembled. Many items in the game will have similar components used in the crafting process that can be extracted from another item and used in the creation of similar or completely different items. Similar to crafting a new item, this 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 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 applied for disassembling items that the player doesn't know how to craft.

2.B - 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.C - Crafting FLOW CHART
Here is an example flowchart of crafting a rifle with 2 designs attached. As it states, it is very basic since it doesn't take into account many things like quality, skill rank, location, luck, combines, etc... It is just for a general guide to see the steps of crafting from start to finish and even on to disassembly. The various factors that can make the final product different for each crafter would be too complicated to include on a chart like this and are best read about in the section above. The process is taken from a 2 part QotW example on crafting - Part1, Part 2.

« Last Edit: August 31, 2010, 02:26:23 AM by Doctor » Logged


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

2.D - 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.E - 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 used for crafting by collecting either technological (parts, resources) or biological (tissue, DNA) drops. 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(that still will not compete with high-quality crafted) 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 disassembled 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 disassembly 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.F - Do NPC vendors exist and play a role in crafting and the economy?
NPC vendors will still exist in Earthrise but will serve a very basic function. They are targeted to help players who have been looted or become broke to quickly get back on their feet again. They will provide a very basic set of weapons and armor, but it will only be used for temporary use. These temporary items cannot be disassembled for parts, cannot be repaired, do not contain any design enhancements and have very low durability causing them to break apart soon after they have been put to use. Vendors will have little role and effect in crafting and the economy because of how the temporary gear pales in comparison to crafted gear in every way making it only useful in dire circumstances. NPC Vendors will also buy items off players, but it will be the worst option to consider and it will not be very profitable, especially considering that they will ignore any enhancement designs contained in the items when offering a price. When selling, players will find it more profitable to participate in the player economy.

2.G - Will there be auction houses and player vendors?
Players and guilds will have access to a global marketplace from every civilized location in the world by accessing their warehouse. These will come in the form of both personal and guild warehouses and will also serve as the basis for player and guild vendors/shops.

Personal warehouses - will allow players to set items from their warehouse to be listed on the market. The size of the warehouse and number of items able to be listed can be expanded by buying warehouse expansions. Other players will be able to access your personal store and what items you have listed for sale by using your in-game name to find your shop or by searching the global database for items that your shop might have a listing for.
Guild warehouses - will offer the same functionality but on a larger scale which will allow for guild stores. The guild ranking system will determine levels of warehouse access including who will be able to list/delist items in the guild store.

Faction affiliated players won't have access to all portions of the global market directly though and will have to use other methods for trade between them.

2.H - Will Continoma and Noir have separate markets? How will players have access between them?
Yes, because of the political and military war being waged there will be separate markets for each faction. Faction aligned players will have access to their particular market but will not be able to access the other factions market directly, instead they will have to do so through other means. Factioned players will be able to trade and interact with the opposite faction outside of faction zones but doing so comes with serious risk as either can betray the other without consequence at any time. Another method of trade between the two markets will be through the use of player smugglers. Neutral players will have access to both markets, so they will be able to buy items from the market of one faction to use for themselves or sell them on the other faction market or directly, 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.I - 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 or 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.J - How does mining, harvesting and resource gathering work?
Resources are divided into common, rare and unique.  

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 or can be acquired through active and dynamic game play. If players don't want to invest their time in collecting these common resources they will 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 gathering. *Extra details - Resource mines* Some resources can also be acquired through recycling and disassembling items from PvE or PvP loot (Example: DNA from mutant 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 in the game 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. Each territory's selection of rare resources that can be mined via player-built structures has been significantly diversified as well.

Once mining facilities are built in guild territory extraction of these rare and valuable resources becomes automated process. 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 via teleportation transport. 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 unique 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.

How will rare resources be acquired by solo players or by guillds that don't wish to involve themselves in territory conquest?
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 player market or through other means. Using the disassembly 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.

2.K - How many resources are available? How will they be divided?
Currently there are 24 resources equally divided between basic and rare (12 and 12). Each resource will also have a quality rating of 1-5. The cheaper basic resources will be used more frequently as the foundation for a large number of items in all segments of the game economy such as weapons, armors, devices and vehicles. All of these basic resources will have equally distributed need among all crafting technologies to make sure that they all remain desirable across the entire crafting spectrum. As mentioned above the basic resources will have an unlimited supply, however, they will not all have the same price. Their price will fluctuate dynamically based on the basic resource mine mechanic and player participation(explained in previous section).

The rarer set of resources also follow this same pattern of need throughout the higher tiers of crafting making sure that no resource will face limited demand. Although the resources will have equally desired need across the crafting spectrum, and unlike the basic resources, supply will not remain equal. The rarer resources that can only be gained in bulk from territory control will not always find themselves equally supplied to the crafters on Enterra. Each territory has a limited set of available resources specific for that territory for the controlling guild to extract. Not only this, but there will even be rare resources that are more rare than the others. These will be available from fewer territories making them and the territories they come from some, if not the most valuable territory to control. What guilds decide to do with their collection of the rare resources as well as the server's response to their actions will determine the supply of these resources. Guilds might sell these resources on the open market, horde them, supply them only to their personal and alliance crafters, trade for other materials, or some ambitious guilds might even try to control all the territories providing a specific resource in order to try and corner the entire market for that particular rare.
« Last Edit: August 25, 2010, 03:56:23 AM by Doctor » Logged


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« Reply #5 on: February 28, 2009, 10:30:25 PM »

3.0 - COMBAT, INSURANCE, LOOTING, DEATH


3.1 - How do players enter/leave combat? What is battle and exploration mode and how does it work?
Players will enter and leave combat by manually toggling between two modes, Battle Mode and Exploration Mode.

Battle Mode will let players target their enemies using a muzzle-point cursor but can also easily switch to unlocked cursor for both shooting at any position on the screen with visibility being the only limiting factor. In this mode players will also be able to select and use interface items. Armor and weapons will be fully charged for combat but shield will not passively regenerate. Energy and Stamina will - the amount dependent on the gear being worn.
Exploration Mode will cause players to move faster than in battle mode as well as allow access to devices and terminals. In this mode players have no combat capability and are more vulnerable to attack. Also all resource pools including shield will regenerate passively.

In both modes there will be Abilities that allow for temporary boost of movement speed so the difference in speed between modes can be compensated to a degree by specializing in battlefield movement. Since players also take more damage in exploration mode it will have to be a cautious decision to use it for the speed boost while in combat for retreats and advances.

3.2 - Will we be able to switch weapons in combat?
Characters will be able to switch weapons in both battle and exploration mode. Changing your weapon in Battle Mode will take significantly more time than in Exploration Mode, making it a viable tactic to find protection from attacks while switching to Exploration Mode to change weapons. Additionally, switching gear in Battle Mode is limited to changing weapon only, while changing Armor and any Devices attached are only possible in exploration mode. Because of the primary weapon skill lines and their abilities tying into your main attacks it is unclear what, if any, limitations are in place with weapon swapping and other abilities.

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

Shield is the protective shield that your gear generates to protect you from harm.
Energy is used to power and operate characters machinery(gear) and electronics.
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."

3.4 - Is Friendly Fire 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.

3.5 - 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.

3.6 - 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. No information has been released on whether shooting/striking a target in the sides or back will have an extra effect or not.

3.7 - How do the combat skills work?
Combat skills are broken into Primary and Secondary Skills. Within the Primary Skills are two major schools - Soldier and Tech.

Soldier 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.
Secondary skills consist of First aid, scouting abilities dealing with stealth and confusion of your opponent, robotic control, Shielding and defensive abilities, offensive abilities, etc...

Primary Skills - are the skill lines that will be determined by what you have equipped as your main weapon. Unlocking the ranks in this skill line will provide players with various abilities and tactics associated with the specific weapon you are using. Further customization of your usable abilities are done with skilling and associating various tactics (explained under Abilities and Tactics - Section 1.7) to modify and customize each skill to suit your playstyle. There are 10 ranks in each Primary Skill tree with each rank unlocking an ability.

Secondary Skills - are the skill lines that will be determined by which device(s) you choose to have equipped in your characters device slots(in your inventory). Secondary skills are divided into 3 major groups - Defensive, Offensive and Support. Each device activates a specific skill line that bears the same designation such as the a Shielding Device activating the Shielding Skill line. Using this device will allow players to access any of the abilities that a character has unlocked within the Shielding skill line. There are currently 15 secondary skill trees each with 4 abilities in the tree, although they plan on releasing more in the future. The abilities used from secondary skills will have a greater cost and energy requirement to use compared with primary abilities. Secondary Skills are very important because almost all support and defensive abilities are included in them. Examples include defensive skills (Shielding, Phasing) offensive (Precision, Energy, Intimidate) support (Field Aid, Combat Medic).

Player builds - will consist of one Primary Skill (chosen by current weapon equipped), up to two Secondary Skills (chosen by current device(s) equipped) and the resulting Abilities as well as the Tactics learned and used to modify/adjust those abilities. This system will allow for a large degree of customization between and even within each player build to fit into whatever playstyle you wish to have. Although it is known that you will be able to modify your primary skill abilities with tactics it is still undetermined if you will be able to modify your secondary skills with tactics as well.

3.8 - How will players advance their combat skills?
Once players have acquired enough experience to invest their Battle Points they will be able to advance their skills in a unique manner. Upgrading your combat abilities will feature a hybrid system of free form and linear progression.

Combat skills - will advance with a free-form progression system where you won't need to purchase each rank of the skill in sequential order (1,2,3,4, etc...). You will be able to choose any ability out of the 10 ranks as long as you have the required amount of Battle Points to purchase the rank. Higher ranks will require a higher investment in BP. You will also be able to choose when to invest your BP into unlocking tactics that you can use to enhance and modify unlocked abilities in order to customize them how you wish. You might wish to only unlock a few abilities at first and then choose to enhance all of them with various tactics or go the route of unlocking as many varied abilities as you can from the start or save your battle points up to acquire a higher rank ability faster and skip an ability you don't wish to use. This will allow for a free-form progression of combat skills.

Equipment skills - on the other hand are learned in a strictly linear fashion. These skills will not provide new abilities to characters but will instead unlock the use of more powerful equipment. To gain access to use powerful weapons and devices, players will have to invest points into the linear progression of these Equipment skills. This is important because combat abilities have effects that scale with the power of devices or weapons that their effect is based upon.

The important thing to realize about this hybrid system is that the effect of an ability will not change based on how weak or powerful your weapon or devices are. It will only determine how effective the effect is(ie. numbers). An example of this would be if you have a basic shielding device. Although the abilities used will retain their defensive based effect the amount it helps will be lesser than with a higher grade device. This system will allow lesser skilled or newer players to still contribute in a battle with damage and support abilities although it will not contribute as much to overall numbers than if they were using higher grade weapons or devices.

3.9 - What weapon choices are available?
Currently there are over a dozen distinct weapon types. Only 2 of these are melee.

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 although very few options will be available. 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, nanobotic, psionic weapons  are unique weapons that utilize different methods of control to operate/utilize them. Cybermentalists have weapons that look similar to ranged guns, but fuse with the body of the wearer and are controlled by his emotions. Psychics have locuses, mental power enhancers that use holographic technology to channel energy around the characters. Nanobotic controllers use nanite devices as weapons, shooting waves of nanoparticles at their enemies.

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.A - What armor choices are available?
Armor will be divided into 5 slots - Helmet, Vest, Leggings, Boots, Gloves. 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. Lighter armor will already have higher regeneration of energy and stamina naturally than heavier armor. Armor will play no role in movement speed.
      
3.B - What are the requirements to wear/use gear?
Equipment skills are the requirements to wear more powerful gear( explained in Combat Skill - Section 3.8 ). Characters will need to advance in equipment specific skills to wear/use the more powerful weapons and devices in the game. It's 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.

3.C - 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.  
« Last Edit: August 25, 2010, 04:08:12 AM by Doctor » Logged


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« Reply #6 on: March 01, 2009, 08:16:25 AM »

3.D - How will healing work? Will support based characters be active in combat or stuck as support?
Healing in Earthrise will take a different approach than in most MMO's. Instead of players healing your "health", medic support characters will try to maintain and recharge the protective barrier that is keeping you from taking direct and deadly damage(Shield). They will work to directly recharge your shield, channel their own energy to power others, remove negative effects, boost other players integral recharging capabilities, link themselves to other players to support them with their own resources, etc. Medics will have access to both self-sustaining abilities as well as ones that support others. Some will require proper targeting where others will be area-effect. These abilities will cost energy to use as well as activate an associated cooldown. The aim is to make abilities powerful tactical decisions that are not spammed repeatedly in combat but triggered at the right moment to turn the tide of combat.

Support based characters can use weapons like everyone else (and are expected to) so they will not be limited to strictly support roles. Because the aim to make abilities more tactical in their approach and less "spammy" support character will likely find themselves taking shots at the enemy whenever afforded the moment. They will however have less options for combat simply because they will need to use one or both of their device slots for a support based device in order to access their support abilities. Because their primary weapon skill line will be their main damage output, they will contribute damage, but have less damage potential than a character with damage oriented devices to support them.

3.E - 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 help players to prevent the pieces of gear and items they consider valuable (if they are able to be insured) from falling into the hands of the enemy that killed you or someone else, 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 insurance slots for 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 based on how many purchased insurance slots a player purchases with each additional slot costing more than the previous. The cost will only fluctuate based on the player's standing towards the faction that is providing the insurance. The better the standing the better the discount. 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.

[Disclaimer: Since the updates to the insurance system this feature might not be in place anymore] 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 slots to insure individually, players will need to visit another insurance terminal.[/Disclaimer]

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 percentage of what it cost the other player to insure their lost insurance slot. This will make players with more gear/inventory insured offer a higher credit payout on death and players with less insured gear a higher item pay out. 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. Insurance payouts after a kill are evenly split within a squad to provide balance between combat oriented and support oriented characters.

3.F - 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.G - What is battle rating and how do we determine mob and player 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: August 25, 2010, 04:11:31 AM by Doctor » Logged


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« Reply #7 on: March 02, 2009, 11:54:59 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 apart from these two remains a neutral segment. The main story will revolve around the struggle between the 2 major factions. 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. Basic info on them can be found here and here.

4.2 - What benefits do factions and organizations provide?
Contribution score is a measure of your standing between the main political entities, Continoma and Noir. Faction based rewards such as faction exclusive items and crafting designs will be unlocked by gaining a high enough contribution score.

Organization based rewards will be unlocked by gaining a high enough reputation with a specific organization. Organizations will provide players with a rich and varied assortment of one-time, repeatable and random generated quests that will grant specific reputation points and favor points. Based on your reputation score with each organization players will be able to purchase rewards by trading in favor points to receive rewards. Some of these rewards will be exclusive and monopolized design technologies specific to the organization that are only rewarded to faithful contributors (favor points) to their cause. Some of these contributions include favors that involve combat, crafting and donation. Favor points are not static, so choose carefully - points specific to one organization may be lost when helping out enemy organizations, so you will have to decide where you want to be, what your goals are, and who your friends will be (NPC and otherwise) on the vast and rich global political map of Enterra.

4.3 - 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.

4.4 - How will faction identification work? Does enemy information only appear after targeting or is it more easily visible (ie. floating names)?
Players will be able to tell what faction a player belongs to with a specific icon located next to their name. High ranking factioned players will also have access to distinguishable faction specific armor that will make faction determination easy. Neutral players will not show a distinguishing icon next to their name. Players with a very low standing of the opposite faction will not bear an indicator next to their name as well making it a tougher job of determining whether they are neutral or a low ranked faction enemy.

It in currently unknown whether other player information will only be visible through proper targeting or through other typical MMO means. Old in game footage show information in HUD only visible after targeting but it is still unknown whether this was due to design or being a basic system.

4.5 - What role do factions play in PvP and territory conquest?
In Personal PvP factions will have a major, minor or non-existent role in PvP mechanics depending on the situation and playstyles of those particular players. For players that choose to align themselves with a faction (remember you can remain neutral) they will encounter situations where factions can play a role in their personal PvP choice. The simplest way factions will have an influence on PvP mechanics is the ability to openly engage an opposite faction member without risk of losing faction standing or becoming a criminal. This makes any opposite factioned player a potential enemy. Because of ER's open system this doesn't mean that someone from the opposite faction has to be an automatic enemy, it just makes it possible. Players are free to squad with players from the opposite faction as well as be in the same guild, although doing this will come with consequences (explained under discrepancy in next section).

Below is a basic listing of faction choice and involvement in faction PvP. Although the exact details are unknown there are some areas where penalties wont apply, even for same faction violence. This area is speculated to be the contested zones where territory conquest takes place. This list only applies to areas where faction penalties are considered.

  • Continoma      -free to attack-       Noir without penalty
  • Continoma      -free to attack-       Continoma  with penalty (except certain areas where penalty wont apply)
  • Continoma      -free to attack-       Neutral (uninvolved) with penalty
  • Continoma      -free to attack-       Criminal (Conti,Noir,Neutral) without penalty
  • Noir                 -free to attack-       Continoma  without penalty
  • Noir                 -free to attack-       Noir with penalty (except certain areas where penalty wont apply)
  • Noir                 -free to attack-       Neutral (uninvolved) with penalty
  • Noir                 -free to attack-       Criminal (Conti,Noir,Neutral) without penalty
  • Neutral            -free to attack-       Any with penalties

Territory warfare can involve in both faction and non-faction warfare. Since the factions lack the power to control the contested lands, guilds fight each other for control and domination. It is up to each guild's personal morals and standards of whether they wish to remain involved in faction warfare only (only attacking opposite faction guild territories) or general warfare (attacking any territory, including same faction guilds) or some combination of both. Guilds will be able to disassociate themselves completely from the factions in territory warfare, attacking both sides and neutrals if they wish. In that same way, guilds may wish to align themselves with other same faction guilds helping them to defend/attack in the name of their faction. Territory conquest can involve both faction and non faction PvP mechanics based on how guilds choose to operate. In this way territory conquest becomes much more complicated than just simple faction vs faction mechanics.

4.6 - 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.

4.7 - Are there safe areas and NPC guards?
Safe Areas will be limited to small "social gathering places" where attacking will not be possible. The rest of the island will vary in security from High to Zero. 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 more 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.

4.8 - Where will NPC guards appear, how will they react and how will faction affect them?
Many parts of the island are under the protection of guards hired be either Continoma or Noir. The frequency of appearance, their number and relative power is dependent on the level of security each territory provides. Territories closer to civilized areas are more secure than others with Sal Vitas and Noir Base offering the most protection in game. Players will feel safe in these areas. As the security level of an area decreases guards will appear less frequently and will also become less powerful - even becoming matched by players. This also means that NPC guards will be attackable and killable. Although if enough guards are killed, stronger guards will come as reinforcements and eventually a squad of elite guards will charge in to fend off an attacking force.

NPC guards will be a deterrent for attackers as they will react to any known enemies or to any violence they witness. Some will also not tolerate criminals and will attack on sight. As was also talked about in the smuggling section various guards will also be actively looking for contraband that is considered illegal in their areas. The way guards react is dependent on the security level of the territory. In the higher-security territories protected by faction guards players will be able to kill a player of the same or neutral faction but they will suffer an immediate standing penalty and will be hunted down by the guards. The power of each of the characters involved in the conflict and their Contribution rating will be factors deciding what penalty the guards will provide to the players. Outside of the secure territories players will still suffer faction penalties or gain rewards but guards will not be called in to help in the fight. In even less secure territories there will be no penalty to faction standing whatsoever and no guards. These lawless territories will be clearly marked so players will know what repercussions venturing into these territories might have.

4.9 - 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. Criminal Karma is the measure of criminal level for a player. It is not lost from getting killed or killing other criminals. Karma is only lost over time. The more criminal karma a player has, the longer they will be considered a criminal.

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.A - 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.
« Last Edit: August 31, 2010, 02:18:48 AM by Doctor » Logged


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

4.B - 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 earlier, 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.C - 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 a foothold. 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 from a list specific to each territory in order to acquire them. Specific resources will only be contained in a limited number of territories and it is possible for guilds or alliances to capture an entire area and monopolize one specific resource to either horde/use them for themselves or make a valuable profit off of it. The factions and guilds will be at war to control who has access to which resources and they will be disputed often.

4.D - How will guild bases be designed?
In each territory the controlling guild will be able to design their own bases with player created buildings - including mining facilities, factories, administrative buildings, defense turrets, facilities that provide easier access to the market, power plants that power the buildings with additional energy, bank, teleportation among other things.

Building choice and placement: Each base's territory will be designed around a specific template. Several are used in game although all are of relatively similar size and offer the same construction opportunities. The various templates will offer strategic variety for both the attacking and controlling guild which should allow for different siege opportunities. Within the buildable base area of the territory guilds will be able construct buildings in a free form manner without slots or grids to rely on. Each Building placed comes with surrounding area that ensures there will be enough space for movement around the building, and surrounding ears of several buildings cannot overlap. Planning of buildable space is definitely a factor, and the free form placement method will make smart building decisions crucial for success. The number and types of buildings allowable will be determined by the limited power supply available. Because of this, base management and design will be an important factor for guilds. Guilds will have to balance their bases economic potential without sacrificing too much of their military capabilities, and vice versa. Buildings will also need to be repaired actively although it will be infrequent when it is required. Crafters can also design the structures to need less maintenance or be able to repaired faster. 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 if used properly 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.E - 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 (several days apart) 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 start to become vulnerable to attack and able to lose their territory to other guilds during their next 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. This rule doesn't apply to guilds that don't own any territory, they will be able to attack and try to claim any vulnerable territory. Mechas will play a major role in siege combat because of their damage capabilities against buildings and will be an important aspect to consider before a siege.

Control points are specific structures within a territory that can be captured(not created or destroyed) that provide bonuses to the guild that has control over them. Attacking guilds might want to capture these points to ensure that they are granted the bonuses provided by them. Some of these bonuses might include, increase damage against buildings, increased protection for mechas, improved running speed, improved damage against players. Capturing these points might force the defending guild or squads to recapture these points and bring parts of the fight outside. It might not be a wise strategy to sit and defend solely in the base area, but instead the fight might spill out into the whole area.  

To capture 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 might 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, guild leadership 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 or harass them. It will be a 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.
« Last Edit: August 31, 2010, 12:26:31 AM by Doctor » Logged


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

5.0 - TECH & MISC INFO, LINKS, RUMORS


TECH
5.1 - 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.

5.2 - 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.

5.3 - 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.


LINKS
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
UNNOFICIAL Earthrise PREVIEW from myself is a great introduction to the game for newcomers. Currently without a host
Unnoficial Eye-Candy Database from Melkathi has a large majority of released screenshots, concept art and renders organized by subject. Also, the first Earthrise teaser/trailer. OUT OF DATE.
Contibears - An Earthrise Comic by Melkathi


RUMORS & SPECULATION
This section contains some information that was either very confusingly stated, questionably worded, gathered from questionable translations or just out of place information or guesses. Anything really. Smiley



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.
« Last Edit: August 25, 2010, 04:49:08 AM by Doctor » Logged


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« Reply #10 on: March 07, 2009, 10:34:47 PM »

!Reserved
« Last Edit: February 09, 2010, 06:34:52 PM by Doctor » Logged


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« Reply #11 on: March 12, 2009, 12:12:08 AM »

~Reserved
« Last Edit: February 15, 2010, 07:34:12 PM by Doctor » Logged


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« Reply #12 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.
« Last Edit: March 12, 2009, 05:06:24 AM by Vassago » Logged
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« Reply #13 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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Alexia
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« Reply #14 on: March 12, 2009, 10:28:41 AM »

I like the sounds of it Smiley

good work
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