Tecton
Tecton
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Thanks for the great batch of questions! The team and I look forward to bringing you more juicy info in the coming days and weeks.
Of course, while this thread has ended, you're more than encouraged to make a new thread here on the forum… -
(Quote) I should also say that for big things, it would also need to line up with our goals/plans and the good of the game. If players wanted to blow Scatterhome to pieces, we're not going to make that happen just because(Quote) We're definitely open and willing assisting and expanding upon player-led roleplay!Just a note: I'll be wrapping up this Q+A session at 6pm Eastern tonight (in about 4 hours), so ask away if you have questions!(Quote) 1) The current plan is about 80.
2) We'll likely have a news article up on the site in the very near future, but they're basically a type of org that you can only join one of at a time (unlike clans).
The dynasty will unlock…(Quote) We're definitely trying to minimise the need for scripting! We don't have 100+ afflictions with different cures or anything like that. Most of our combat revolves around strategic choices rather than split-second command entry.(Quote) Yes, there are some class abilities that offer that functionality already!(Quote) Not currently, but wouldn't be hard to add down the road(Quote) There are space organics that you will fight, yes!(Quote) In PVE, you will get xp based on your effort. We haven't extended it to PVP at this time, but it wouldn't be hard to do.(Quote) 1) Well, yes and no. You get hacking XP for hacking, which raises your rank and unlocks new skills. Most of the time you'll be using hacking will be on quests, so while you won't directly get persona xp and marks, you will as a result…(Quote) No plans at this stage! That may change in the future though!(Quote) Engineers use a bit of gravity manipulation, so it's definitely not out of the realm of personal use! As for the lore / building elements, I'd have to rope in Q+A Madness - May 2018 Comment by Tecton May 2018(Quote) 1. No idea really, that's entirely up to players. We're attempting to make them both equally appealing (in different ways), so hopefully people partake in both!
2. Hmm, not really - removing the need for hundreds of cures that ne…(Quote) 1. Not much has changed with hacking, it's been generally ready to go for months. Will likely need a final pre-launch play through to make sure it's all ready, but other than that!
2. No racial traits or anything that influences …(Quote) You'll always clone where you manually set your cloning location. All space stations that you'll be landing on have cloning facilities on them, and setting your cloning location is all balanceless action. In the event that you don't s…(Quote) The DSD corporation only handles personal mail, shipping bulk cargo is in the hands of the players!(Quote) 1. Some minor ones offer utilitarian benefits, but there's nothing that's specifically designed to play a major combat advantage by teaming up.
2. No gods, but we will have something for volunteers to help drive RP.
3. No, b…(Quote) 3. Nothing, generally.
4. Introduce? Not really, you'll be able to influence them somewhat by where you chose to build factories and store cargo.
(Quote) Most classes have a momentum and prep option.(Quote) 1) Each class can stand on its own, we're not doing a holy trinity setup.
2) Wetwiring will cure your health automagically.
3) Lessons for most class/general skills, there's a couple of skills that are "level up by doing"
(Quote) Hrrm, not much more new there! Mostly all finished!(Quote) No plans on having them be non-humanoid at launch! Maybe down the line!(Quote) BEAST suits are basically a frame that your heavy armor parts go on, so you'll upgrade the various pieces like a non-BEAST class would. As for your weapon loadout, the frame has small/medium/large slots, that have a variety of weapons…(Quote) BEASTS are the only class that wear heavy, yes. Examples, you'll have to wait and see when the game launches(Quote) Heh, I've never played EVE, to be honest, and I don't think Aurelius has either, but we have looked through their wiki and other data sources to see how they do certain elements when researching.(Quote) 1. Class balancing is very important, we'll likely be devoting a bunch of time to that post-launch when we have a bunch of real life data too! No "best at pvp" or "best at pve", everything will generally be equal.
2. Not at…(Quote) With their toolkit, that's the level of protection we felt they would need(Quote) Not for launch, we really want to focus on the class mechanics and thematics. If we were to launch generic weaponry, they wouldn't anywhere near as effective as class abilities, fwiw!I should add to the above, armor isn't just one piece, you'll have armor for head/torso/arms/hands/belt/legs/feet.