So, I promised a series of developer updates, and kind of lapsed.
One of the main features we'll be introducing with the update is a system for hunting varying vessels, similar to the "pirates" that spawn when one drops into an uncharted system, but far more dangerous...and also more rewarding.
Hunting:
- Random systems now spawn rogue fighters, otherwise known as
'pirates'. These pirates now come in waves, and their numbers
increase towards the end of each wave if not kept in check.
Immortals have access to commands to vary the timing of waves,
to keep players on their toes.
- What would convince players to fight in such unpredictable and
deadly situations? Each 'pirate' destroyed gives the player a
bonus that can only be obtained through similar feats of daring
and cunning.
- Pirates have new AI (sounds good), they stay near asteroids
while idling and only attack players if they enter a certain
distance of them. Even then, players are only targetted and
attacked when they get within pirate sensor ragne. Before then
pirates will just 'investigate' the player when they get closer
in. More AI improvememnts to come, including ambushing and
pincer movement attacks invloving hyperspace jumps.
* Action Points (AP) - These are a new kind of player reward points.
Instead of being RP and player-based, like the
current QP system, AP are based on player activity.
- These points can be used to buy special items that
cannot be purchased through any other method.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment