Showing posts with label guide. Show all posts
Showing posts with label guide. Show all posts

October 29, 2009

About the economy.

Well, its possible that i talked about the games economy, how to create stuff and more, but i think i never made an overall view about it.

So lets start with the bottom. We have rawmaterials, commodities. From commodities we can create items, and the commodities are nothing more then the combination of different rawmaterials, refined into 1 thing. So if some1 wishes to create something, he/she will need first the commodities, requested in the items info.

We have two opportunity for that. If we want, we can specialize ourselfs in gathering raw materials (like ores, and plants) Its really important, that if we specialize ourself in something, then for the first two week, you can do only that really good. If you dont, then you can start building everything what you will need for an economyc roll, but that will give you low profit. You can choose: Good Profit, Or more thing at 1 time. The two things not going together in the beginnings. So lets say, we will do the gathering. When will this profit? In the moment there are some people, who will buy raw materials. In this moment there are three people i know, and focuses on industry 0-24: Vak0nd, Dezgard and Senctar. Of course any1 can join them, but you need to spend time on statistic, and think a lot of when and what. But even they cant offer you the best prices, but they focusing on better prices then what the basic market can offer you. At the moment when there are enough buying market for such materials, every one can safly start such a character, because the product that he create can be sold on a reasonable price, on the market. From that moment, theres one more question: who will do the refinery: the one who gathered it, or the one who wants to buy it... So there will be market for both things, giving a bit more mess... Anyway, the rawmaterial refinerys efficiency is still there, so its could be a market, just to buy raw material, refinery it, and sell it with a bit profit... But i think most people who will deal with buying the materials, will bother with refinery... And when they will maximalize their refinery skill, there will be a fix difference between the rawmaterial->commodity prices.

Just to be understandable, why is it so important, to someone place an offer for the market: the basicly offered market price is maximum 25% of the real value of the item, while the markets selling price is working with a more then 75% percent bonus. So its worth everyway, to sell to a player, and buy from a player.

Our second opportunity is recycling. To buy, or simply loot from mobs: items, what we can recycle with an efficiency, and thus get back its materials. Its a quick and easy way to get commodities, but to get great numbers of commodities, we need lots of loot, which can be a problem, because items needs much bigger place in the cargo, then the raw materials, so its could be a thinky, to mine, or loot and recycle. Well, at this moment its looks like, recycling is better for starting an economyc character, then later change to the other way...

Okay, we have our commodities. Now we need a license, to produce our product. So we walk to the engineering, we request a license. Then we bring the license to the factory, where we have to only push the big red button, and voila, crafting. Well ofcourse the life is simply not that easy. We can do three more things in tha engineering.
First, we can improve our material efficiency... If you spend some money on it, with the first 4 level of upgrade you can gain a 15% reduce, on material cost... which is a really nice value. The second would be a time efficiency, which can reduce the production time... And the third is can improve how much license can we request at once, so we can automaticly repeat the license requesting procedure with the system, which takes around 1 hour/license, giving us the chance to avoid nightmares like "its 2am in the morning, i wake up, and start requesting a new license, because one just completed".

So after this, we have our product, we just have to find a buyer for it, and voila, we have money. Our products will be mostly buyed by other players, who will roll out in the desert, killing robodogs, and when they arrive home with full of scratch, and they want only a nice oil bath, they quickly look over the market window, and they discover it with a smile: "I always wanted such an extra armor, its so great, that someone start crafting it." and just pressing the buy button... And we, sitting in the smelly factory, quickly see a new info on our bank account, that we gained x money.

"an advice for everyone think about starting a crafter character: We currently only working with product, what is needed everytime, because its always consumed: the ammunition. It will be needed everyday giving us a fix market, and no one has currently an unique pattent, that could give us production right to items with special bonuses... and everything else is lootable."

August 27, 2009

Game concept.

I will now try to explain, what will you be able to do in the game...

For a good start, lets start with a basic mmo idea. You can get levels in it, you can kill mobs, do pve and pvp. You can sell stuff you find, maybe you can make your own items, and sell it to other players. Well... Not much more... No matter how we look in it, pvp will stay pvp in most games, no matter what you call it... Battlegrounds or Arenas...

This game will bring you a step closer to a free gaming experience. First of all, lets look at the skills, because it tells the most. There are skill types for fighting... For crafting, for community management, for gathering resources, for doing market business. So its possible to gain skills, that do not have profits in pvp or pve. Some people would say, yea you can pick it up to as secondary skills... But in this game, all of these skills are main skills. Which means, you can create a character that don't know how to use a rifle, but can trade hell cheap, or craft items like no one else. You don't have to kill... not even a single npc to be good in this game, you can do it simply by choosing some other game play.

Because fighting is not necessary, xp isn't gathered from killed npcs, or quests? Xp gained by time going by. Then when you got enough xp, you can spend it on skills. This way there is no Levels.. only skills. This xp system is called passive xp system. You get xp when you offline, too. So here comes the second big question: If every1 get the same xp, how can i be better then them? Well, there is two thing that can give you the chance to be... Better?! (Even how can we ask that some1 is better then the other, when they not focusing on the same thing?!) But lets say both of our friends are fighters, how can be one better then the other, if they gain same xp at the same time. Well, first of all, not your character gets Xp, your account has xp. This means, that if you start 3 character at the same time, you will gain xp for them, and then you can choose, which one to spend on the xp. But lets say both of the guys spends points on the fighter characters. There is still the 2 things: They Gaming skill wont be the same, they may use different strategy.. and secondly, Money is the key to everything in this game. (damn so real) If you spend more time in the game, you will have more money (by killing npcs, completing quests, crafting more things or anything else) So you will have better equipment, or simply more money for business(classes) skill users, that allows you to make even more business. And better equipment will do the job. There is enough difference between same type of weapons, by simply other named pieces... that there's even possible that one has 5-10% bonus. And if you are spent your money on your robot, and a high lev robot uses around 16 modules, that can be 160% bonus in pieces. Hey, that's fairly enough to pwn if you ask me.

Okay okay, so this game is have some nice ideas... But still need some tricks. Well first of all Piracy is allowed. This means, that if you die, you will loose your cargoes items. It will become loot. This way... You are always in the danger of being robbed. And this brings a whole new level to the game. You have to think, when and where to go, you may ask for some protection... There will be many items that can help pirates, you just have to look at EW modules...

Players trying to do Business will be the targets of pirates. Well, if you just think about Logistic work.. (i mean, checking one place where something is cheap, you buy a lots of stuff, bring it to a place where you can sell it for higher money...) This is some really serious and hard work... and can be a tough job.

ewewew!!! Forgot it! The game's main place is the bases. Every base has its own market stock, with its own items, and own prices. These prices will be defined in the start of the game... But will not be under too often check... Because if you buy some item there, there will be less in the stock. So the prices goes up. If someone saw it and did a business trip, sell stuff here, there will be more in the stock, lowering the prices. This way the players will be the controllers of the market prices.

The Corporations, where players can form groups... (corporation=guild=clan) will be able to do lots of things... And in the future, it will be allowed for players, to build buildings, (but in really high prices) giving the option to corporations, to try to own places, and defend it from other players. (Maybe just to control the area, maybe you want to build a pirate head quarter near to some high traffic road, maybe there are rich mines nearby... So you will be able to build a base, which can shoot at people you don't like, and defend your area, when you are not even online...

There are many more plans, Lets hope that all of that i just wrote down here will be working soon. ^^

So skill options: (as i see atm)
  • Fighter. Focuses on dmg.
  • Tricker. Focuses on EWs, Sneaking, perfect pirate, or CC. (crowd control)
  • Supporter. Heals, Buffs you.
  • Miner. Yea let the drill roll! Brings you the first type of raw materials.
  • Plant Gatherer. Brings you second type of raw materials.
  • Crafter. Can make licences from plans, and craft items.
  • Community manager. Theres lots of skills for leading groups, giving bonuses to them, or just leading corporation bonuses. Its important to give the leader role of a corporation, to a skilled person.
  • Market Business orientation. Logistic business, transfer stuffs.
  • Builder?! I'm not sure when this will be implemented, but its on the list.
And because theres even more content comes in (like now we can make geoscanner results...) who knows what new gameplays will be able. But... you have to understand this. What i wrote here does not means, what you have to pick a class, or choose a game play when you create a character. Im just saying, that the developers forming this game, in a way, that nearly all of the thing, that is possible in this game to be done... Be...
  • Doable with profit.
  • Maybe fun.
  • And most important, what you do should be important to other people.
I just sayed some stuff, that can be done in the game.. That you can focus on. And what could be important to someone, who not skilled in that section. Like a crafter needs materials, he will ask the logistic guy to bring him the stuffs... And so on money will travel between people, bringing us to a living world where the rules not only set by GM-s...

The developers and the GM-s will work hardly on creating quests, instances, pvp places, new zones, places to control, to discover... The game's motto could be "We set you the world, but You set the world rules." As the corporations will rise, they will be bigger force in Nia then some pity high level boss... The opportunity is endless, the world will be huge... We only need the community now, so the only question is: Will you join us? ;)


August 26, 2009

EW modules + other goodies

All right so as I said, now I will write about the ew modules, that can bring fun to fights.

As in the previous article I told you, we have many stats, that can be important in a battle. Like if someone has lower targeting range then the other, it means that the person with the longer range has better chances, if it specces in long range weapons. (lasers do the job) But even if he uses short ranged weapons, he still owns the targeting from bigger distance, which still requires time for its oppenent, when he finally gets into range. The Ew modules base idea, is to modify these really important stats, by negative effects.

Sensor Ews.
We have some nice modules here.
Well first of all Sensor dampener. Its reducing the target's targeting range and highering the targeting time. Because these ew modules at the currents state can be stacked, with a few people focusing on a robot with sensor dampeners, they can blind their target, by reducing its targeting range to nearly zero. (But thats requires team work)

An easy counter modul is the Sensor Booster which can help you out from these situations, elseway, giving you bonus to these stats, so in standard situations, it can give you the upperhand. Please remember that nearly every EW module is active, what means, that to gain its effect you have to activate it, which takes energy from you.

Maybe its not you the one that need of sensor boosting, maybe one of your friend, so heres a support module, Remote sensor booster. Maybe im not telling too big secret: most of the useful boosters have remote types, giving a chance to create booster characters.

Alright, another tricky tool is Sensor Jammer(also known as ECM). It can hack your enemys targeting computer, and if its sucsessful, deleting all his target... so he have to retarget everything. Defense module to this is EECM, which gives you better sensor strength stats, makeing you less hackable.

We have the Demobilizer, which can help by slowing down your target. If you using this in a pack, can be the deadliest weapon... If lots of demobilizers aiming at you, you will wont be able to move.

Well these was the offical EW tools, but i think some more tool is belonging to here.

We have some energy tools too, like energy drainer, transferer and neutralizer. Drainer is simply stealing energy, and giving it to you. Transfer takes energy from you and giving it to someone else (support) and neutralizer is basicly takes much energy from you, and takes away same from your target. (can be useful if you think about it ;) )

We have some active resistance shields... Well you turn them on and they give you some kind of resistance... We have 4 for the 4 different resist, and one universal, which gives u less resist, but you will gain it for all the types of resist.

We even have Shield system, but i wont tell now all of its modules. Lets just say that a basic shield is nothing else, then a channeling between your energy and armor. You wont take damage, but you take energy for every damage taken by your shield, so its really important to understand when you should use it. Further more, with basic shields... you cant shoot trough the shield with weapons. (haha, if everything goes well, that "basic shields..." is just going for basic shields using, but wish us good luck for creating some extra fun stuff for you, maybe some new not foretold modules. ;) )

I hope now i was able to tell you about the funny and tricky modules, that you can use to gain suddenly upperhand in a battle. But there are many modules that you can use to raise your stats, giving you some other kind of chances to win.

I wish to tell you one more thing... I started writing about the battle system first, because most of the people I first met in the game, their first questions was directly aiming at this part of the game, because of its complexity. This game hold Much More then just fighting, and i will tell you about all the things, that you shall know about the game's features, what the game will be able to give to you... what experience, what feeling, exactly what type of contents will be await for you in this great game.

August 24, 2009

Combat system

The Combat system... It has many things that has to be calculated with, resulting a really complex system. Lets see a sample, and i will comment it with the things that happening in those moments. I hope this article will help you understand the working of the whole combat system...

Okay we walking the planes with a nice and huge heavy mech, called a seth. First of all, its a really heavy mech, resulting low movement speed. Smaller robots can move faster, Bigger=slower. It can go with 30kph. We seeing an Intakt, which is a small ew (electronic warfare) robot. Ew robots use less weapons, more ew gadgets, like sensor dampeners, demobilizators and stuff. For some unknown reason, we want to kill this guy.

First we have to target him. A double click will do fine. Now the Targeting computer starts to target him. The Seth heavy mech locking time, which giving us the target lock time is 7,5 sec. And we wait until we done with the locking. As we start locking, the Intakt's owner can see on his hud that we targeting him. So guess what, he will target us back too. (intakt has same 7,5 sec in this case)
Targeting also have a maximal range. Seth's locking range is 337meter. You can target only under this, and if your target moving out of this range, you automaticly loosing it.

After the locking is done, we can finally shot at him. The target will take damage if:
  • There's no object between you and him. Line of sight working. Any plant or rock piece can be used this way as a shield. These terrain objects have hp too, so if it takes enough damage, it will collapse, and it will no longer annoy us...(but there are many plants, trees, rocks and decors...)
  • Tracking speed. In our case this can be a headache. Every robot has a tracking speed. Its always represented in an angle/sec. So if you standing in a position, and you aiming at your target, if your target runs in circles faster than your tracking speed (which gives us an angle) then you will miss. Plus, the intakt runs at 61kph, which is double of ours... So he just have to move faster around us, than we can track him, and he can toy with us. damn.
  • It has to be in our weapon range. Every weapon has an optimal firing range, after that, its dmg will lower (depending on range) and then becomes zero. Its called as falloff. Rockets dont have falloff. Their dmg becomes 0 after optimal range.
  • The last two important stuff(tracking&weapon range) can be viewed trough graphics, at here.
  • The website also mentions a miss chance with turrets, so i will copy the whole thing to us...

    Turrets: Target size / Hit accuracy

    The quotient of the two parameters show the chance of hit. For example the target size of Your enemy is 5, Your weapon's accuracy is 7. Due to this formula, the chance of hit in one cycle is (5/7=0,71) 71%. In case the enemy's target size is 4, and Your weapon's accuracy is 4, the chance of hit is (4/4=1) 100%.

Now the second question is how much dmg it will take.
  • Because im lazy i copy the following sentence from the website, which is the part of the Turrets: Target size / Hit accuracy. We have rockets too, and well... Rockets aint no Turrets. Plus, Rockets cant miss.

    Missiles: Target size / Explosion size

    A major advantage of ballistic warfare is that missiles always hit. Unlike turrets, where the denominator element of the quotient is given by the weapon, the explosion size is a property of the ammunition (the missile). The quotient of the target and explosion size shows, how much of the missile's damage affects the target. For example the target size of Your enemy is 5, Your missile's explosion size is 7. Due to this formula, the missile unfolds only (5/7=0,71) 71% of its total damage. In case the enemy's target size is 4, and Your missile's explosion size is 4, the missile has a full effect (4/4=1) 100% on the target.

  • We have cycle times too. Its showing us how quickly a weapon can shoot. Not every weapon shooting at same speed, so maybe a faster shooting can be useful, but it will cost us more ammunition.
  • Resistance...
Resistance. Well usually an mmorpg holds some types of dmg, like "fire, arcane... etc." If a wizard casts something at you, like.. fireball, than your fire resistance gets to work, helping you to reduce/resist the damage. In perpetuum, its much more complicated. The damage types(=resistances) the following: Kinetic, Thermal, Seismic, Chemical. The weapon itself does not containing the damage type. The bullets/rockets/cells has the damage type... and not only one! Every ammo has at least 2 type of damage. Like the Medium Photokinetic Energy cell damages 16 kinetic damage, and 28 thermal dmg. So, if someone shoots at you, at least two of your resistances will work. This resulting many things. First of all you cant fully resist a shot. Its nearly impossible. Secondly, you cant pick an ammo that will be fully effective against your target. We even have 3 and 4 type of damage containing ammo, The 4 damage type holding bullets usually named with some "multi", like Multifocal energy cell. (Chemical-8/Seismic-8/Kinetic-8/Thermal-36) This means that its just damn hard to resist. To balance it, these really powerful bullets costing you -50% optimal range. So you can go against all resistance, which will luckily be enough to kill any1, but you have to work on half range, giving them an upper hand.


Now we are happy, we know all that we need to know. Our seth can be beaten by the tiny Intakt if it comes too close, so we play for staying long range. Smaller robots can use smaller weapons... Resulting at this case no more chances for the intakt to win the battle. (and we are twice as heavy guy as him)

Well yea. This is how the combat system goes... basically. This article contains the rules, about the game system. But how will the battles to be win, what can we do with an EW modules, and how can it modify a combat, it will be told in the next article.

August 23, 2009

Quick lookover: Gui&Hud

In the first steps I will try to tell you all the stuff you need to know, to be able to fully understand the translated "just wrote" blog articles from the Hungarian blog. Its a quite hard job because i told many things to the guys there.. So lets get started! :)

Okay Gui, and hud. Gui is the Graphical user interface, which means that all the information you get, all the activity you can do in the world (except moving) is did trough that. Hud is the heads up display, part of the gui, aiming at telling you crucial informations.

If im correct the gui currently contains two Hud panel.
We got an Armour+Core bar, that's shows hp, and energy. Energy is what you using for anything... (from firing a weapon, mining, to support and repairing things.) If you out of energy, its nearly the same, if you out of hp. You are dead. (except if no enemy's nearby)

The second hud we have, we call it.. disco sphere. i think. Never mind, its a nice circle, that places on everybody, containing many things. It shows you if:
  • You have targeted him.
  • He has targeted you.
  • Your main target is him.
  • His main target is you. (You can only shoot at main target, other targets maybe only effected by other gadgets)
  • Using gadgets on you. Support modules, Electronic Warfare(EW) modules. (i will attach a picture with a few comments.)
The gui on the terrain... contains 9 things:
  • Radar (mini map)
  • Landmark information (telling you mini information about the currently targeted object)
  • Modules (Letting you use all your weapons and gadgets)
  • Landmarks (telling you all the objects, robots and other "yetnotimplemented" stuffs distance, type, in a range)
  • State indicator (aka: armour+core)
  • Targeting computer (hold the list of the fixed targets. [you can only shoot those, later i will describe])
  • Squad box (Yet not working)
  • Combat log (Logging all that's happening to you.)
  • Scanner Box (Brand new stuff, containing all your scanning datas)
Plus to this we have a menu, which shown everywhere, and we have many boxes, representing base features, infos. I shouldn't forget about Chat box ;)

So here's the picture about "this is that and that is that". I wrote some comments to every box, we will talk about every box later. Sorry for the lazy font choose, but my launch is waiting.. and I'm hungry!

See ya later! :)