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(QOTW 04272009) Siege Territory gameplay + defensive structures
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Topic: (QOTW 04272009) Siege Territory gameplay + defensive structures (Read 7845 times)
Moll
Community Manager
Administrator
Posts: 1211
(QOTW 04272009) Siege Territory gameplay + defensive structures
«
on:
April 27, 2009, 02:55:34 AM »
Welcome to Monday's QOTW!
A couple of questions came into our attention this week that prompt us to explain a little more about our highly anticipated Siege Territory gameplay. As usual, we're happy to answer them all:
Q: What sorts of buildings will be buildable inside the territory allotted for a guild base?
Each Territory has a control building that is the central point of a base, and that has to be conquered in order for the Territory to pass into another Guild's hands. Each Territory will have a special structure that offers specific bonuses and modifications to the Territory's properties, requiring the controlling Guild to tap each territory's potential in a different way. Other than the control building, players will be able to build mining facilities to produce resources, factories that allow crafting within owned Territory and resource converters that automate production of components, different types of power plants that power the built buildings with additional energy, or teleporters that allow instant movement of troops between territories (for a price, of course). This list is no way complete and more additions are made as the feature develops further.
Q: How will the base be laid out? Will there be a specific grid for the buildings, build nodes, or something similar?
Each Territory buildable space is based on a specific template. There will be various templates offering strategic variety for both the controlling Guild and the attackers, but they will all offer same buildable space and comparable specifics. Buildings will be placed in freeform manner, which means that placement will not be restricted by slots, square grids and such. Each Building 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 freeform placement method will make smart decisions crucial for success.
Q: What kind of defensive structures will we see in Earthrise, like turrets etc. and will they be manned or controlled by AI?
Defensive walls and protective turrets integrated in the walls are the basic means of passive protection. There will be others as well, but your first line of defense will be based on raining fire upon your attackers from advance. They will be automatic and not manned by players, letting your defenders focus on and be active on the battlefield.
As a bonus, this week we have a new screenshot for you all, the
first exclusive screenshot from The Boneyard
– a deserted zone on Enterra Island. It has been posted in our Facebook album so you can easily share it with your friends and post it on your wall. As always with community exclusives, please wait
one week
(aka Next Monday) before posting it to your private galleries or news outlets, although links are welcome at anytime to either this post, or our Facebook page location. Both would be cool, if you're feeling generous!
We look forward to hearing your thoughts on not just the screenshot itself, but the information above.
See you next week!
~ m.
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Last Edit: April 27, 2009, 04:49:16 AM by Moll
»
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Kole
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Posts: 3829
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Re: (QOTW 04272009) Siege Territory gameplay + defensive structures
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Reply #1 on:
April 27, 2009, 03:00:12 AM »
Sounds interesting Moll, thanks for the info.
I'm not quite sure what you mean by templates ofr buildable space? I'm guessing it means that each territory has only one buildable space and that space itself has a defined shape and location.
BTW, are those wings on your back now?
«
Last Edit: April 27, 2009, 03:09:51 AM by Kole
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SK_Impolite
Honorary Citizen
Posts: 388
Re: (QOTW 04272009) Siege Territory gameplay + defensive structures
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Reply #2 on:
April 27, 2009, 03:05:57 AM »
I'd also be interested in a bit more information about what a template refers too, but I must say that this is great information. I especially like the information on freeform placement of buildings and on the wall/turret defensive structure. I anticipate quite complex fortifications as a result of this, and am really looking forward to it! I'd also enjoy a bit more information on the turrets - are they all one type? Are there specialized anti-personel or anti-mech platforms? Are turrets build into walls, as in if you place a wall of x length a turret magically appears, or are they separate from walls? Are there limits to how many turrets can be placed?
As always, each ration of information just whets my appetite for more! Thanks for the info!
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Pzykozis
Honorary Citizen
Posts: 353
Re: (QOTW 04272009) Siege Territory gameplay + defensive structures
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Reply #3 on:
April 27, 2009, 03:09:03 AM »
Ahh, a nice nugget of info this week!
freeform placement was beyond what I was expecting so thats great!
I assume the template is to allow the devs to put terrain effects etc around the area without infringing on any of an areas buildable space, and I agree with you Kole it sounds that each territory has a predefined area template to build on.
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Harabeck
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Posts: 1730
Do, or do not. There is no 'try.'
Re: (QOTW 04272009) Siege Territory gameplay + defensive structures
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Reply #4 on:
April 27, 2009, 03:10:58 AM »
Freeform placement? Wow, that's better than what I was hoping for. Great news indeed.
About the walls, are there any limits as to how they're placed? Could an uber rich guild completely wall off a territory and depend on teleporting from another territory to gain access? Would the cost of teleporting be high enough to make this nonviable?
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Felix12g
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Posts: 1532
Re: (QOTW 04272009) Siege Territory gameplay + defensive structures
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Reply #5 on:
April 27, 2009, 03:12:17 AM »
Quote from: Kole on April 27, 2009, 03:00:12 AM
Sounds interesting Moll, thanks for the info.
I'm not quite sure what you mean by templates ofr buildable space? I'm guessing it means that each territory has only one buildable space and that space itself has a defined shape and location.
Sounds like, you have a template area, how you fill it is up to you.
I'm curious how walls will be handled as far as overlaps and making a seamless perimeter.
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Thatim
Honorary Citizen
Posts: 422
Re: (QOTW 04272009) Siege Territory gameplay + defensive structures
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Reply #6 on:
April 27, 2009, 03:19:43 AM »
Thanks for the QOTW.
I am curious as well. I think it would be great to make everything upgradeable.. or let those automatic sentry's get XP when the kill someone. Something like that gives base building a whole other dimension..
Well all those buildings be accesable? Will they have a interior with different rooms? So I can claim one for example? Or will they be in-accesable?
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Ironfield
Honorary Citizen
Posts: 252
Re: (QOTW 04272009) Siege Territory gameplay + defensive structures
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Reply #7 on:
April 27, 2009, 03:21:09 AM »
Oh sweet Jebus! Moll I love you!
Thanks for the information on Guild bases been dying for an update.
Ironfield
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Harabeck
Hero of Sal Vitas
Posts: 1730
Do, or do not. There is no 'try.'
Re: (QOTW 04272009) Siege Territory gameplay + defensive structures
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Reply #8 on:
April 27, 2009, 03:27:40 AM »
Quote from: Thatim on April 27, 2009, 03:19:43 AM
Thanks for the QOTW.
I am curious as well. I think it would be great to make everything upgradeable.. or let those automatic sentry's get XP when the kill someone. Something like that gives base building a whole other dimension..
XP for machines doesn't make much sense to me, but they have said everything will be upgradable.
Quote
In Earthrise, defensive structures will be one of the most important building types that you can equip your contested territory with, allowing you to keep the enemy away and give you an advantage in combat. Players will be able to build different types of defensive turrets, with upgrades providing either additional raw destructive power or different attack qualities that plays with the opponent's weaknesses. Enhancing the defensive walls of your contested territory has a lot to do with survivability, too - unless you invest in a good protection, your enemy will simply rush through your defenses and will give you little time to plan your defensive tactics. Outside of the contested territories, it is up to the players to provide protection.
http://forums.play-earthrise.com/index.php?topic=2360.msg36750#msg36750
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Stricnine
Honorary Citizen
Posts: 278
Re: (QOTW 04272009) Siege Territory gameplay + defensive structures
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Reply #9 on:
April 27, 2009, 03:38:44 AM »
Great QOTW!
I like that buildings won't be restricted to nodes, and that there will still be some restriction on placement of structures. It seems a good balance between total free-form(which would be extremely difficult from a technical standpoint) and total placement restriction, allowing the defenders to set up the base to compliment their strengths or compensate for weaknesses. They used one of my favorite words- variety!
While the focus of base defense won't be on manning structures, I still hope that there are some types of manned base equipment in addition to the automated. This would help non-combat focused guild members to directly contribute when their guild needs them most.
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Samo
Model Citizen
Posts: 127
That one there.
Re: (QOTW 04272009) Siege Territory gameplay + defensive structures
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Reply #10 on:
April 27, 2009, 04:15:07 AM »
YAAAR!!! Turrets and buildings, finally a decent QOTW :p
Thanks a lot mate, hopefully the territorial warfare will be intense.
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Zoream
Honorary Citizen
Posts: 461
Re: (QOTW 04272009) Siege Territory gameplay + defensive structures
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Reply #11 on:
April 27, 2009, 04:54:06 AM »
Maybe the upgrades are available after you hold it for a certain amount of time, so its like your actually building it
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Harabeck
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Posts: 1730
Do, or do not. There is no 'try.'
Re: (QOTW 04272009) Siege Territory gameplay + defensive structures
«
Reply #12 on:
April 27, 2009, 05:04:42 AM »
Quote from: Zoream on April 27, 2009, 04:54:06 AM
Maybe the upgrades are available after you hold it for a certain amount of time, so its like your actually building it
No quite, but it ends up being similar result.
Quote
The control building itself can be upgraded several times with a large list of available upgrades that affect the buildings constructed in that area, and each upgrade also adds up to the control building's structure durability. To control the territory, all those upgrades have to be destroyed and the control building stripped to it's initial state. The more upgrades the defending guild has invested into, the more difficult and time consuming will be to take over the territory.
Also, because upgrades are meant to be destroyed to take over a territory, they will be less expensive than the rest of the buildings within the territory, but they will take days to construct.
This means that in order to create the strongest control building, the controlling guild will have to remain in control for a long period of time, while territories that swap ownership almost all the time won't be easy to fortify in the same way.
This rules out the case when a rich guild can take over any territory and turn it into Fort Nox overnight.
The rest of the buildings that can be constructed within the area - mines, factories, administrative buildings, defense turrets etc. - are not as time-consuming to build but they are a lot more expensive. Some of them are so expensive, that any guild would see them as extremely valuable resource to take control over instead of raze down on its barbaric march to glory.
http://forums.play-earthrise.com/index.php?topic=1244.msg18875#msg18875
It doesn't specifically say in this quote that the non-control tower structures can be upgraded, but it does say that in a quote I posted above. I would venture that the upgrades for these structures are also time consuming, but not as bad as the control tower.
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Kole
Hero of Sal Vitas
Posts: 3829
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Re: (QOTW 04272009) Siege Territory gameplay + defensive structures
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Reply #13 on:
April 27, 2009, 05:07:10 AM »
New buildings and upgrades both have "build" times and can be set back/interupted by raids (i.e. attacks outside of siege times). So its important to both hold your base and defend it even when there isn't a siege timer.
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Sunspots
Citizen
Posts: 76
Hey man, I just want some muesli.
Re: (QOTW 04272009) Siege Territory gameplay + defensive structures
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Reply #14 on:
April 27, 2009, 05:12:43 AM »
Ah man, this sound so sweet! I'm looking forward to some intense battles!
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