This topic came up when I was talking about games like Hell Divers 2 and how some of the player's abilities actually come from your ship. And when your ship is far away the shots from it come in at an angle based on where the ship is in the sky. But if your ship right over head the shots from it come straight down. And it is small details like that in sci-fi games that makes things more fun. Because if the ability is coming of a place other than the player than how the ability moves and work matters. In some sci-fi games abilities are linked to things like drowns that follow the player around or NPCs at an base somewhere who can launch things to them.
So my question is, will their be support units in Em-8er and would there be abilities that come from places outside of the player?
Like for example, In FireFall the Recon class could all down an orbital strike. Even though I loved the ability it didn't really make much sense when I used places like caves and underground bases. Because how did the shots get to the area without blasting a whole through everything above it? A simple fix would be to just say that ship is firing into a small warp gate the player makes with they mark a target. But this never happened.
After all, even in some of the most silly sci-fi games there is still some internal logic to everything to make sure that the world feels right. And when things break the laws of nature it is has to be shown or explained why it can happen in the first place. Otherwise it is something that is always going to take players who pay attention to such things (and in sci-fi lovers that is most of us) out of the moment. Because when it comes to emergent game play even small details matter. Given that a large number of sci-fi fans are also in real world science and just might happen know a bit more about things like the laws of physics and thermodynamics than the average person.
Because even through first go-to builds in any game are my assassin builds and my sniper builds. The other builds that I love to do is puppet master and army summoner builders. Where my character doesn't do much of anything but stands around an control a lot of smaller units at once. In more magic based games it my character controlling a lot of golems, puppets, and/or dolls at once. In sci-games it is my character controlling a small army of robots and swarm drones. And power of these characters is mostly is how well can they can multiple different units at once. In other words, the better you are as team leader or manager the better you are at this class of character. So having abilities that come from the units they control rather than the player character themselves makes both more realistic and can be used more tactically. Like using your fast moving scout bots draw agro on a large tanklike monster so it doesn't notice your heavy attack bots coming up behind it to attack it's soft underbelly.
So my question is, will their be support units in Em-8er and would there be abilities that come from places outside of the player?
Like for example, In FireFall the Recon class could all down an orbital strike. Even though I loved the ability it didn't really make much sense when I used places like caves and underground bases. Because how did the shots get to the area without blasting a whole through everything above it? A simple fix would be to just say that ship is firing into a small warp gate the player makes with they mark a target. But this never happened.
After all, even in some of the most silly sci-fi games there is still some internal logic to everything to make sure that the world feels right. And when things break the laws of nature it is has to be shown or explained why it can happen in the first place. Otherwise it is something that is always going to take players who pay attention to such things (and in sci-fi lovers that is most of us) out of the moment. Because when it comes to emergent game play even small details matter. Given that a large number of sci-fi fans are also in real world science and just might happen know a bit more about things like the laws of physics and thermodynamics than the average person.
Because even through first go-to builds in any game are my assassin builds and my sniper builds. The other builds that I love to do is puppet master and army summoner builders. Where my character doesn't do much of anything but stands around an control a lot of smaller units at once. In more magic based games it my character controlling a lot of golems, puppets, and/or dolls at once. In sci-games it is my character controlling a small army of robots and swarm drones. And power of these characters is mostly is how well can they can multiple different units at once. In other words, the better you are as team leader or manager the better you are at this class of character. So having abilities that come from the units they control rather than the player character themselves makes both more realistic and can be used more tactically. Like using your fast moving scout bots draw agro on a large tanklike monster so it doesn't notice your heavy attack bots coming up behind it to attack it's soft underbelly.
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Pandagnome