Combat
From Stargate Worlds Wiki (SGW)
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Stargate Worlds is in the Production Phase. Therefore, any information on this wiki (including the information in the developer quotes) cannot be taken as concrete facts, and may still change. |
One of the key aspects of Stargate Worlds, and what may set it apart from many other MMORPG's will be the combat. While still being an MMORPG the combat will incorporate some elements that are familiar to players of first person shooters. Players will use an array of ranged weaponry of both earth and alien origin. Combat will emphasize tactics to defeat opponents both AI and human controlled. Whether they do it solo or in a group players will often be taking on multiple enemies trying to outflank, outshoot and outsmart them.[1] Obviously there is great interest in the community as to how it will work and what it will contribute to the game. The information discussed by the developers refers more to how the combat will feel, rather than specifics of how it will work.[2]
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[edit] Combat Mechanics
In a traditional MMO players often stand toe to toe, dealing damage whilst trying to mitigate the damage of their opponent. Stargate Worlds is not going to be like that, if you picture the 'Hollywood style' combat seen in the show you'll have a much better idea of what it will be like in the game.[3][4]
Combat will be primarily ranged and as with other MMO's will use different abilities. Such attacks may include a burst shot, single shot and aimed shot.[5] There will be a melee ability with all classes, but probably not something you want to engage on, at least as a first option. All depends on the tactics though.[6] Melee combat can be a viable option with combination of stealth.[7]
The emphasis on combat in SGW will be to use tactics. Choosing a weapon will no longer be about which has the most DPS (Damage per Second) but will depend more on what you want to do with it.[8] Nor will the outcome of the combat be determined from the hit points of a given player.[9] Taking cover behind objects, using suppressing fire to pin down the enemy and flanking maneuvers to flush them out will all be good tactics. The key to successful combat is likely to be utilizing cover and terrain to protect your team and gain an advantage over the enemy. To this end, players will have the ability to crouch and move while crouched.[10] Explosives, whether strategically placed in an ambush, used to cover a retreat, or lobbed at an entrenched enemy will be a key part of combat. Players may even be able to destroy some of the play environment, to remove cover or make it,[11] but most likely the environment is mostly indestructible. Trees and that sort of stuff will stand no matter how big explosives you attach to them.[12] How these tactics could work in a possible combat scenario is given here.[13]
Cover will likely play the most important role in combat as both players and mobs will be able to take cover. Mobs will attempt to flank and flush out players and players will be trying to do the same thing to mobs.[14] A player will use cover to diminish the damage he is getting (possibly a buff) and to break line of sight.[15]
The battlefield will not be nearly as friendly as in a traditional MMO. In that sense it will feel a little like a first person shooter, but players will not be nearly as squishy![16] However engaging in certain behavior will probably result in a short death. This includes, standing around with a shoot me sign, running straight towards an enemy with a fully loaded P90 or drawing the aggro of every enemy and attempting to 'tank' them. Even though players will be able to engage in hand to hand combat, in most circumstances this would not be a good idea.[17][18] In fact enemy fire will be so lethal that even low level players pose a danger to high level players, if engaged without using cover and maneuver.[19]
Groups will add a whole other dimension to combat. Being able to tactically coordinate with your squad-mates will be a key strategy to defeat enemies. A robust command and control interface will enable the squad leader to coordinate attacks or, if necessary, a retreat.[20] If a squad of 4 is really working well together, they may be able to set up an ambush and successfully bring down an enemy group of 15![21] There won't be friendly fire, although whether that includes damage from explosives and whether you can actually shoot at your teammates (and do no damage) has not been released.[22]
In terms of what the various classes bring to a combat group, there is little information, and most is focused on the human classes. Both the archaeologist and scientist will certainly have their own combat utility. In addition to the battlefield emplacements that the scientist can build and the misdirection that the archaeologist can wangle, other abilities may include; being able to spot hidden enemies or those at a distance, shield technologies and other sorts of counter-measures. These advanced technologies will add to the tactical repertoire of a team or even make these classes capable soloists.[23]
[edit] Healing
It is said, that All classes in SGW will be able to heal at least somewhat. Healing in SGW is a little more of an intimate activity than in other MMOs. Healing in SGW happens in close proximity of the healer. A player can't stand back out of the combat area and kind of magically wave a hand and heal. It is more up-close in person. The healing classes actually have to get into battle. They have to use cover, they have to use line of sight blockers. The heals are interruptible. It incorporates the healing dynamic into the combat and the field of battle. It is also on the players themselves to come closer to these classes that can heal. Healing in SGW is somewhat a dangerous activity outside of any agro management.[24]
[edit] Artificial Intelligence
The mobs in Stargate Worlds have been stated to be smarter than in your average MMO. CME has designed an AI that will give enemy MOBs abilities much like a human opponent.[25] They are going to engage in tactics and gameplay similar in that to what the player will be doing. Players will no longer be able to just 'pull' all the MOBs in an area to one spot to kill them.[26] Mobs will have different responses depending on the actions of the player. For example the position of the mobs enemies will make a significant difference in how the mob reacts. Mobs will function as a real world enemy, and wont just sit there as you shoot them with your P90. This will make for excellent replayability, particularly in end-game encounters.[27] If you take cover, depending on the AI package the mob has, it might try to come looking for you, try to flank you, or even stay at place waiting to pop you when you stick up your head.[28]
[edit] Twitch vs Turned Based
Many MMO's often have their combat categorized as turn-based whereas FPS's tend be termed twitch based. In an MMO environment where a shard is being accessed by many more people than in a FPS, there are a number of potential problems with a twitch-based environment. Issues with hardware, bandwidth and connections may end up penalizing many users in this sort of combat environment. This is why CME have not decided to go with a purely twitch based combat system. However players will not be pausing and unpausing combat as they take turns to shoot at each other. The developers are currently working out how to reach a balance, maintaining fast paced combat with the feel of the show, while avoiding most of the issues surrounding latency. They are confident that while not being strictly twitch based, it will feel like real time.[29][30]
[edit] Damage types
There are various attack types and various mitigations to different attack types.[31] The finer mechanics of these systems are still unknown.
[edit] Targetting
Stargate Worlds will use a targeting system typical of other MMORPGs.[32] Players will be able to target their opponent through keyboard targeting and target lock. Target lock will allow a player to use certain abilities whilst they are on the move.[33] There will be no specific hit locations, so the players will have just one 'health' to monitor. [34]
[edit] Range and accuracy
The effective range in the game will be around 30 meters, give or take. Different weapons have different ranges. Scopes may be able to lengthen that range and sharpen the accuracy, as well some other items and skills. The accuracy of a player will be dependant of his/her movement and his/her target movement. For example, running will lessen their accuracy, while making themselves harder to hit and the conversely. Also, the players current posture will factor into the accuracy.[35][36]
[edit] PvE & PvP
CME has been placing 'roughly equal' focus on Player versus Environment and Player versus Player combat. This will be obvious in the end-game where there will be very robust content of both PvP and PvE types. Comments have indicated that there will be different levels of PvP style combat and players will likely be able to contribute to PvP (or more realistically faction versus faction, or guild versus guild) goals by undertaking PvE or non-combat tasks.[37][38] Players will also be encouraged to experiment with different playstyles. There will likely be incentives for PvP players to engage in PvE content and vice versa.[39] For more information on issues of balance, see the Game Mechanics section.
[edit] PvP
Player versus player combat will form a strong part of the game, particularly for elder gameplay.[40] It is in PVP that the developers hope the revolutionary combat system will reach its full potential.[41] In addition some classes, such as the archaeologist will have viable non-combat methods to resolve PvP interactions. Exactly how this will convince an enemy Jaffa not to kill them is unknown.[42] Although only a small amount of information has been released it is known that PvP will be an opt-in system but there will be content that is accessible only through PvP.[43] PvP will be an opt-in system through use of both zoned and flagged PvP.[44]
At some point after release there will be 'special zones' similar to battlegrounds for PvP, although players will be able to do battle elsewhere.[45] Players from the two sides will battle to control these contested worlds, that are rich in various resources. To control these worlds and gain access to the resources players can engage in combat, quests and trade.[46] Players may also be able to sway influence with local populations and gain a valuable foothold on these contested worlds.[47]
Cooperative play is also likely, with both sides being encouraged to join together to fight greater threats, such as the Ori.
There will be at least one Free For All PvP shard in addition to regular PvE shards (with opt-in PvP), although a decision on exactly how the shards will work is yet to be released.[48]
[edit] Casual Play
There will be plenty of content accessible to the casual player and this will not just consist of solo play. The developers are designing ways to allow casual players to experience a full range of what the game has to offer, particularly for elder play. One example presented is that casual players, with only an hour to offer, will be able to participate in large 'raid' style encounters. Not only will they be able to participate, but make a positive contribution and share in some of the rewards.
The casual player will also have a lot to offer and gain from being part of a command. For example, massive construction projects will not require you to devote 2 weeks of gameplay but will rather be something that many people can make small but vital contributions. Being part of a command will benefit all members and each members activities, be they solo or otherwise, will benefit the command.[49]
[edit] Solo Play
Solo play is another big issue in the community and is something that CME is definitely focusing on.[50] Stargate Worlds will cater to both preferences.[51] Issues of balance are a big concern and while groups may be the more encouraged gameplay form, solo players will still find plenty of content accessible to them[52] It will likely be possible that a solo player can reach maximum level through solo play only. About 95% of the content will be able to be played solo.[53]
All archetypes will be able to engage in solo combat.[54] Many of the non-combat activities will not require a group so classes such as the Scientist and Archaeologist will probably make a good choice for dedicated soloers.[55] In addition CME is working on ways to make solo combat much more fun and engaging than is traditional.[56] For example instances will have a "solo mode" and will spawn differently for single players than for groups. However to gain the best enjoyment out of these instances, and possibly access the better gear players will need to be part of a group.[57]
[edit] Bots
CME initially proposed having smart bots as squad mates. The ability to utilize them in PVP situations to supplement the numbers of small guilds was also discussed early in the game's development.[58][59]. Many players who focus on solo play welcomed the possibility of teaming with bots. A developer later revealed that they are no longer planning to have bots that team up with the player. The difficulties of developing smart bots and an attempt to focus more on the social aspect of the game were partly behind the decision. However players will still most likely play with NPCs in certain circumstances such as escort missions.[60]
[edit] References
- ↑ An interview on 97.1 Pwned Radio, Detroit, with Dan Elggren – 15 April 2007
- ↑ A podcast interview with Joe Ybarra and Kevin Balentine from Virginworlds.com – 22 March 2007
- ↑ From an IGN Interview with Chris Klug. - 23 June 2006
- ↑ A post by Jim Brown — Director of New Product Development, Also Known As, Jim Brown on the Stargate Worlds forums. - 27 May 2006
- ↑ Developer Q&A Podcast Episode 2 - 22 August 2007
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 28 Feb 2008
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 7 Mar 2008
- ↑ From a FiringSquad Interview with Chris Bernert - 13 September 2006
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 29 Feb 2008
- ↑ A Gateworld interview with Carl Coss - Head of the animation department.
- ↑ A Press Conference Call with Joe Ybarra, David Adams, and Sara Baker - 15 February 2006
- ↑ Dev Q&A Podcast - Episode 6 - 7 Feb 2008
- ↑ A post by Jim Brown — Director of New Product Development, Also Known As, Jim Brown on the Stargate Worlds forums. - 25 May 2006
- ↑ Developer Q&A Podcast Episode 2 - 22 August 2007
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 6 Feb 2008
- ↑ From a Gamersinfo.net interview with David "Zeb" Cook. - 19 October 2006
- ↑ A post by David "Zeb" Cook, Also Known As, zebcook on the Stargate Worlds community forums. - 28 October 2006
- ↑ A post By David "Zeb" Cook - Lead Systems Designer, Also Known As, zebcook On The Stargate Worlds Forums. - 19 May 2006
- ↑ An interview at JuegaEnRed.com with Kevin Balantine - 2 October 2007
- ↑ From the Stargate Worlds Product Description - 15 February 2006
- ↑ A post by Jim Brown — Director of New Product Development, Also Known As, Jim Brown on the Stargate Worlds forums. - 25 May 2006
- ↑ A post by David "Zeb" Cook, Also Known As zebcook on the Stargate Worlds Community Forums. - 17 August 2006
- ↑ A Press Conference Call with Joe Ybarra, David Adams, and Sara Baker - 15 February 2006
- ↑ Dev Q&A Podcast - Episode 6 - 7 Feb 2008
- ↑ An interview on 97.1 Pwned Radio, Detroit, with Dan Elggren – 15 April 2007
- ↑ A post by David "Zeb" Cook, Also known as, zebcook, on the Stargate Worlds Community Forums - 27 September 2006
- ↑ Article at Ten Ton Hammer – September 10 2007
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 7 Feb 2008
- ↑ A post by Jason Bucher -- Senior Client Engineer, Also Known As, Wodash on the Stargate Worlds community forums. - 28 August 2006
- ↑ From the Stargate Worlds Intro by Joe Ybarra
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 3 Mar 2008
- ↑ Developer Q&A Podcast Episode 2 - 22 August 2007
- ↑ An Audio Podcast: Developer Q&A Part 1 – June 29 2007
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 29 Feb 2008
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 29 Feb 2008
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 3 Mar 2008
- ↑ From a Shacknews Interview with Jake Simpson. - 28 June 2006
- ↑ A post By Joe Ybarra - Vice President of Product Development, Also Known As General Hammond On The Stargate Worlds Forums. - 8 April 2006
- ↑ Interview with Josh Kurtz – 29 October 2007
- ↑ From a GDC Interview with Joe Ybarra - 29 March 2006
- ↑ An IGN.com article: Stargate Worlds Peek #1 – 9 March 2007
- ↑ An interview on 97.1 Pwned Radio, Detroit, with Dan Elggren – 15 April 2007
- ↑ From an IGN Interview with Chris Klug. - 23 June 2006
- ↑ Developer Q&A Podcast Episode 2 - 22 August 2007
- ↑ Live Developer Chat on MMORPG.com – 8 November 2007
- ↑ A Press Conference Call with Joe Ybarra, David Adams, and Sara Baker - 15 February 2006
- ↑ From the Stargate Worlds Product Description
- ↑ Live Developer Chat on MMORPG.com – 8 November 2007
- ↑ A post by Jim Brown — Director of New Product Development, Also Known As, Jim Brown on the Stargate Worlds forums. - 17 February 2006
- ↑ A post By David "Zeb" Cook - Lead Systems Designer, Also Known As, zebcook On The Stargate Worlds Forums. - 3 June 2006
- ↑ An interview on 97.1 Pwned Radio, Detroit, with Dan Elggren – 15 April 2007
- ↑ From a Ten Ton Hammer Interview with Joe Ybarra. - 10 May 2006
- ↑ Developer Q&A: Episode 4 – 1 November 2007
- ↑ Developer Q&A Podcast Episode 2 - 22 August 2007
- ↑ From a Ten Ton Hammer Interview with Chris Klug - 7 April 2006
- ↑ From a Stargate-Welten Interview with Jake Simpson - 31 August 2006
- ↑ Developer Q&A: Episode 4 – 1 November 2007
- ↑ A Press Conference Call with Joe Ybarra, David Adams, and Sara Baker - 15 February 2006
- ↑ From a ShackNews Interview with Jake Simpson. - 28 June 2006
- ↑ From a Stargate-Welten Interview with Jake Simpson - 31 August 2006
