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Auto Assault Rush Hour #2


Last wednesday we had the opportunity to participate in the second Auto Assault Rush Hour with the folks of NetDevil and hosted by NCsoft Europe. This time the topic was about the game skills and the famous hazard mode. Here you have the transcription of all the questions and answers of the rush hour:

How important will be the influence of the skills be on the gameplay?
Pretty important...  in terms of gameplay, each character class is defined by the kinds of vehicles they can drive, the equipment they can use, and finally skills...So a lot of the characters' style and techniques (their flavor) that are very class specific come from the skills. And certainly those who employ their skills well will do better than those who just "run and gun"

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Is there real differences between the skills of the three races for a same class? For instance, will a mutant healer be any different than a biomek healer?
Absolutely. We wanted each archetype class to fulfill the same combat roles, but achieve them through mechanically different ways...for each race, the skills are flavored based on the culture of survival for that race. To illustrate, using the healer classes: Human Engineers will employ beams and energy based repairing, since Human tech is highly based on light and shielding etc. Mutant Shaman will manipulate the Contamination to create phaseformed vegetation that replenishes nearby allies. And Biomek Constructors deploy nano-bot technology and automated mini-meks and bots to help their friends. And of course, their are many other skills that each of those classes has beyond just repairs that are different from each other.

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Can you explain the major differences in the Hazard Mode from race to race?
Yes, each race has a different style and they look amazing. Biomeks vehicles actually transform into massive walking machines of doom, letting them blow the crap out of everything in sight. Humans can invert their shields, which cascades out massive amounts of electrical damage to anything nearby, not to mention looks sweet as hell. And Mutants can phase shift into a totally awesome spirit form damaging anything nearby, there are trailers on the site that show all these off: http://uk.autoassault.com/downloads/movies/

Will the player be able to extend the duration of this, as they climb levels?
There are all kinds of loot that players can aquire, players will find that hazard kits can have unique stats that change the way the mode functions. So it really depends on what kind of kit you have equipped.

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What's the average cooldown between two uses of the Hazard Mode?
Hazard Mode is activated by accumulating a chargeup from killing enemies... so that means it's entirely up to you to determine how long it takes...you will have to kill about 100 infantry type enemies on average to activate it again.

The power/look of Hazard mode will be the same for every one on each race? For example a biomek guy with a tank will have the same destructive mech than a guy with a small car?
Yeah, the Biomek hazard mode is setup for different vehicle types to transform into a similar mech type. So the SUVs share a common mech look but that mech looks nothing like smaller vehicles. The Mutant Hazard mode is more spiritual, and tied to the class that’s using it. So each base Mutant class has a unique hazard look. Human Hazard mode has little visual differance, but again, all hazard modes across all races are modified by the hazard kits, which can have unique stats.

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How deadly are the Hazard Modes ? If very don't you fear large battles become just a (quick) huge Hazard Mode damages exchange?
The hazard modes are designed to indeed be pretty kick ass... and actually... we've had some pvp setups specifically to match hazard modes against each other it's really fun to watch (and more fun to play) but to answer your question due to the time it takes to charge up hazard mode, and the relatively short duration... they really function either as openers or escapes, not entire drawn out battles.

How many skills can a character learn? Will it be possible to master the two skill trees with only one character?
We're still working out the balance of the final number of skills per class, which may be a different number for each class. As far as mastering both trees, it will not be possible to fully train every single skill in both trees with a   single character. You will have to decide where you want your specialization to be down one or two lines of the trees (3 lines per tree), or you can be more of a generalist and get a few ranks in many skills. We wanted there to be variety within the character classes, so that when you get a level capped character, you're not exactly the same as everyone else.

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Will every player from the same class share the exact same skills or will there be choice to make?
There will definitely be choices to make... generally speaking, you can choose to go down faction skill lines and be more of a generalist for your race or you can choose to focus on a few particular specialties unique to your class or a little bit of both. In addition, the faction skill trees share a line with 2 of the other character classes from your race... We did this so that you could "bend your template" towards one of the other classes if you liked...
<ND_SamPenguin> for example, the Human Commando shares a line with Human Engineers and another line with Human Bounty Hunters... meaning you can make a "support commando" or "ops commando" if you desired, a very light hybrid (still heavy on commando of course).

How are the skills going to be used in the midst of battle? Through a system of skill Points or a set number of usage for each skills?
Nice question. From a gameplay standpoint you have a quick bar where you place all of your critical items and skills, for access during combat. As far as limiting skills over time each car has a power pool, this is modified primarily by the engine type you have equipped your vehicle. The engine sets how large the pool is and how quickly it can refresh. Each skill will tap this pool, as well as having a re-use timer. So you have to be careful how you use your skills, otherwise you can find yourself with a ton of enemies that need to be blowed up but no super skills to use on them. One thing to point out in regards to the powerplant's power pool... power plants also control heat regulation and venting...this means you have a choice to make when equipping one... Do you want to be able to fire your big Uber Gun Of Doom in large bursts without overheating...or do you want to spam more skills? Depending on the situation you are entering, you will want to carefully evaluate your current powerplant.

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Is there going to be any way to recover from overheating?
Yes. You can recover in a couple of ways...there are consumable items such as "coolant flushes" that will drain hit in a major way, there may also be some skills related to this and we are evaluating ways the environment may also affect your heat.

Is there any feature to let you reset your skills instead of starting over again?
In the current beta build respeccing has not been enabled, internally, we are investigating the right method to do this. I think we will end up using a growing expense model (i.e. first time respec is cheap, but gets more expensive each time). But again, we're still looking into that on our internal dev environments first.

About skill trees, how 'deep' will each branch go ? (ie, how many levels can you put into a skill?)
It varies by the skill, each one can have a different max rank potential, this makes it easier for us to balance and also provide interesting upgrades at each rank. Of course, with each rank are ever increasing costs, so for example rank 1 may cost 3 skill points, but rank 2 may cost 10 skill points, and so on.

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Can we expect the skill tree to grow with new content/skills as the game develops, or is everything pretty much set in stone from the off?
You can certainly expect the skill tree to change after the launch. MMOs aren’t about shipping and then going to work on the sequel, we are staffing a lot of people to make sure that Auto Assault can grow and change based on the needs and feedback of the players. As Auto Assault matures changes will be done that will affect the skill tree. Some might be as simple a balance, and others might be additions or dropping unused skills in favor of new ideas. But it’s impossible to really predict what changes might be needed right now.

Will it be possible to combine two or more skills to get additional bonuses?
Many of the skills are designed to be complimentary to each other but they do not chain off of other skills in combos (if that's what you are asking). We found the combat to be way too frenetic to manage that, so we kept a simpler, more action friendly model with the skills.

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Can a skill be learned from another player or can we only learn it from a trainer?
Players teaching other players skills isn’t a focus for Auto Assault, we want you in the action! We’d rather you were spending your time on the highways obliterating TemperNet outposts or in the Arenas and Contested Areas schooling other factions on why they shouldn’t mess with you. So when you level you get to spend your points right on the spot your at, no need to drive back to town to learn something or wait for someone else to have the time to show you. Crafting is a little different since you have to visit key trainers to increase your knowledge cap, but the reason for this is that crafting isn't considered an action oriented system.

Is the craft system related to the general skill system or is it totaly separated?
We wanted crafting advancement to be totally independent from character class and combat skills... so that, for example, you don't have to pick Class X to be a great crafter. Mechanically they are a little different as well in how you advance and use them but that's probably an entire rush hour topic in and of itself. :)

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Do enemies use the same skills players do, if they use skills at all?
Yes and no. Some skills are very tied to your faction. Biomeks are all about using a virus to infect electrical systems, so it would be a little weird for the fiction if Pikes, who worship rocks and earth, had the same ability.
But Pikes have unique abilities unto themselves, so when encountering pike enemies you have to be careful   about how interact with them, watch out for the healers or guys tossing dynamite out of their windows at your car.

Are there skills that have pre-requisites in order to be learned (i.e. minimum level in others skills)?
Currently, no. However, there are level pre-requisites for getting access to skills. Basically, every 5 levels or so you will get access to a new row of skills in all your trees. May be subject to change if ongoing testing dictates but at this point, we actually removed other skill dependencies that existed in an earlier beta phase. It was a fun > realism decision.

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Do some of the skills specialise in teamplay? Can you give an example?
Hell yes. Like I said earlier Biomeks have abilities with viruses, these skills have a chance to infect other enemies
  near by. Just like the Biomek’s virus ability they also have skills that have positive modifiers which can be passed around. For example the Biomek Terminator gets an ability called Havok Relay, this modifies key combat stats. Spending points in this skill increases the chance for it to jump to another convoy member as well as how many times it might jump. Personally I always put points into Havok Relay because buffs like this can give you the edge you need in PvP combat, as well as PvE.


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