Firefall was my favorite game until version 0.8. It had issues (ex. small content), but it also had some great and unique game mechanics (destroyed totally on launch). I have read about Em8er - it will be real Firefall with open world and horizontal progression - but I have some questions about game mechanics, which are the most important element of the game. I know it is very early stage, so I don't expect precise answers - just what are your plans.
I What is your vision of ingame Economy (Decay vs. Power Creep)?
I know that most players hated decay in Firefall. Decay system was quite good, but crafting and resource system doesn't match it (like Ferrari with bicycle wheels). In game with horizontal progression, it is possible to make decay that players don't have to care about. How? Autoreplace system, which automatically buy the same set of items from market. So players, who don't like gathering resources and crafting, could sell all loot and go for another battle without even looking into inventory. Of course it is not easy, because it needs special resource, crafting and market systems.
Power Creep is very dangerous direction unless you have huge studio or very low standards. It killed Firefall, because Red5 wasn't able to create enough content. I don't know if it is actual, but I have heard that in Em8er there will be more base progression than character progression. I'm worried that it may change into Base Building Power Creep.
II Are you going to focus more on big Open World locations or team instances?
One of the greatest advantages of Firefall was playing without being forced to team up. I often played for many hours in the same area with random players and I loved that! This was the best way to make new friends, learn new tactics, abilities combos, etc. In every moment I could go afk, leave game or go doing something else without destroying party (which has to wait for new player). I often did the same mission in the same location 10+ times a day, but with different people (their number, skill, tactic, etc.) it was always fun. I wonder if in Em8er it will be the same.
III How much Vertical progression is going to be?
I have read, that in Em8er it is going to be 100% horizontal progression. I like horizontal progression, but I always prefer golden mean. Some constant vertical progression could have great effect on game. Good example was constraints system in Firefall (mass, power, CPU) - easy to understand and very deep (Who doesn't like making own perfect build?). Making one lower level zone is also good idea (for community events, new players, crafters, testing weapons/abilities, etc.), but getting decent gear shouldn't take long (say NO to grind).
I What is your vision of ingame Economy (Decay vs. Power Creep)?
I know that most players hated decay in Firefall. Decay system was quite good, but crafting and resource system doesn't match it (like Ferrari with bicycle wheels). In game with horizontal progression, it is possible to make decay that players don't have to care about. How? Autoreplace system, which automatically buy the same set of items from market. So players, who don't like gathering resources and crafting, could sell all loot and go for another battle without even looking into inventory. Of course it is not easy, because it needs special resource, crafting and market systems.
Power Creep is very dangerous direction unless you have huge studio or very low standards. It killed Firefall, because Red5 wasn't able to create enough content. I don't know if it is actual, but I have heard that in Em8er there will be more base progression than character progression. I'm worried that it may change into Base Building Power Creep.
II Are you going to focus more on big Open World locations or team instances?
One of the greatest advantages of Firefall was playing without being forced to team up. I often played for many hours in the same area with random players and I loved that! This was the best way to make new friends, learn new tactics, abilities combos, etc. In every moment I could go afk, leave game or go doing something else without destroying party (which has to wait for new player). I often did the same mission in the same location 10+ times a day, but with different people (their number, skill, tactic, etc.) it was always fun. I wonder if in Em8er it will be the same.
III How much Vertical progression is going to be?
I have read, that in Em8er it is going to be 100% horizontal progression. I like horizontal progression, but I always prefer golden mean. Some constant vertical progression could have great effect on game. Good example was constraints system in Firefall (mass, power, CPU) - easy to understand and very deep (Who doesn't like making own perfect build?). Making one lower level zone is also good idea (for community events, new players, crafters, testing weapons/abilities, etc.), but getting decent gear shouldn't take long (say NO to grind).
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NanoTechnician