News

Fallen Earth: QotW#32: AP Gain and Equipment Progression

| 7 Nov 2007 20:16
image

This week, Canticle posted the details about current Fallen Earth development, citing a major graphic overhaul for creature models and the addition of normal maps, which should give FE a more polished look.

In addition to that, lead developer Lee Hammock sneaks a fe tidbits about in game AP gain and equipment progression mechanics:

The Captain can't stop the signal. It's time for another Question of the Week. This time around, lead developer Lee Hammock tackles AP gain and the progression of armor and weapons throughout the game:

Things are chugging along on Fallen Earth, and in fact are chugging along so well we're actually about a week ahead of schedule. I figure eventually that week will be lost somewhere, but it's a nice feeling for now.

You may have noticed the lack of Picture of the Week posts for the last few weeks. The game is undergoing a major graphics overhaul, such as adding normal mapping and reworking creature models, so things are very much in flux currently. Once the overhaul is done we'll post more screenshots, but for now it's all very much a work in progress.

1. AP, I'm assuming, is mostly acquired through doing missions in the right way, so will a number of AP not be accessible because of the factions (because I went Tech I could only get the AP in the missions from the Techs, Enforcers, and Travelers, the other three I couldn't get because they would then dislike me)? If AP is not gained mostly through missions could you talk more about the ways of gaining it?

The primary source for APs is through normal experience point and level gain. Players earn 2 APs for every 1/10th of a level they progress. Players can also get APs through missions, but not all missions reward APs. Most towns only have 3-5 missions that reward APs, meaning that in an average sector of about 20 towns, a player can earn 80-120 APs from missions (but will earn around 200 APs during that time due to level advancement). So mission APs can be important, but not overwhelmingly so.

Faction towns and conflict towns have AP missions as well, so you won't be able to get AP missions that are given out by factions you are not at least neutral with. Doing faction-based AP missions will most likely get you faction points, so by doing some missions you will over time disqualify yourself from doing others. So in the long term it will be impossible for a single character to get every AP available in the game.

2. What is going to stop people from border jumping in PvP?? I.E, step into PvP, shoot whomever is there, then step back out in non PvP??

The PvP areas are very large and the borders are not near the combat areas, so border hopping won't get you much since people aren't going to be hanging around in those areas, thus creating a scarcity of targets. Players could do that, but it would certainly be a sub-optimal strategy; they'd be much better suited to run into the parts of a PvP zone where they can actually accomplish things. Also, there is no in-world obvious border to cross; instead, a warning message pops up when you get into the PvP area. Thus it will be difficult for players to tell exactly where the line is.

3. Will there be a major difference in range between firearms? I.E., will rifles have a much longer range than pistols? Any updates on scopes? Will they allow firing or just work as telescopes to see farther?

Each firearm has its own rate of fire, magazine size, range, damage, durability, ruggedness, etc. Zip guns only fire about 15 to 20 meters, while a sniper rifle maxes out at about 100 meters. Most guns are in the 30 to 50 meter range, with pistols and shotguns having the shortest range. The sawed-off shotgun is startlingly short range, but it packs a good punch.

Scopes do allow firing, and are used for zooming in on targets at a distance, increasing your accuracy but not your range. This functionality is a must for most of the longer-range weapons.

4. On a more personal note, will crossbows be represented throughout the game or just at certain levels? I.E., at some point will I have to trade it in on a firearm to stay competitive, or will I be able to upgrade/acquire better models? This could also apply to other types of weapons as well, i.e. ditch pistols in favor of sawed-off shotguns, etc.

Crossbows are represented up to about halfway through the game, but eventually they give way to firearms. The same skill, Rifle, is used for crossbows, shotguns, assault rifles, sniper rifles, etc, so your points spent on being good with a crossbow won't go to waste. Eventually, though, a crossbow just doesn't hold up to an automatic weapon (just like a leather jacket doesn't protect you as much as kevlar, so players will retire their armor over time). We're working to make sure players can have their favorite weapons and clothes for a while, but eventually logic and game balance demand that they be phased out (something with a really low rate of fire like a crossbow can cause damage spikes when combined with damage modifiers like crit hits or head shots that get really disgusting at higher levels).

The Rifle progression goes something like:
* Crossbows
* Bolt Action Rifles/Double Barrel Shotguns
* Pump Shotguns/Semi-Automatic Rifles
* Automatic Shotguns/Assault Rifles/Sniper Rifles

The Pistol progression goes something like:
* Zip Guns
* Revolvers
* Semi-Automatic Pistols/Sawed Off Shotguns
* Machine Pistols
* Submachine Guns

The Melee progression goes something like:
* Makeshift Scavenged Weapons (corkscrew, fireplace poker, 2x4, shovel)
* Scavenged Weapons (tire iron, crowbar, golf club, pickaxe)
* Basic Weapons (knives, billy clubs)
* Moderate Weapons (baseball bats, combat knives, axes, machetes)
* Advanced Weapons (swords, spiked baseball bats, heavy machetes)

The Armor Use progression goes something like:
* Clothes (t-shirts, pants, shorts)
* Heavy Clothes (leather jacket, chaps)
* Scavenged Armor (junk armor, martial arts pads)
* Basic Armor (metal plates, boiled leather, football pads)
* Moderate Armor (kevlar vests, steel-lined flak jackets)
* Advanced Armor (ballistic plating, hazmat suits)

Comments on
Username:  
Password:  
Video of the Day
Featured Videos