Combat: Difference between revisions
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*Weapon Damage | *Weapon Damage | ||
=Combat | =General Combat= | ||
Combat in Stars Reach is described on the Stars Reach Official Website as follows: | |||
Third person action arcade combat with just a hint of bullet hell! Dodge and weave, or pop your reflector shield to bounce energy beams back at your enemies. Different weapons and a module socketing system give you dozens of combat skills to learn. Bad aim? No worries – choose weapons and skills with classic tab-targeting or homing bullets! And most importantly – you can always play with your friends, because our horizontal progression system doesn’t keep players apart.<ref>StarsReach.com [https://starsreach.com/overview/ Link] 18 July 2024</ref> | |||
Furthermore, Playable Worlds CEO, Raph Koster, decribed combat further in a Reddit thread:<ref name="rMMORPG">Reddit.com /r/MMORPG [https://www.reddit.com/r/MMORPG/comments/1dqodoo/im_raph_koster_creator_of_ultima_online_and_star/ Link] 28 June 2024</ref> | |||
It's action combat inspired by a variety of things: | |||
* We take a bit of twin stick shooter DNA. You can run in one direction while firing in another. You have dodge rolls, etc. | * We take a bit of twin stick shooter DNA. You can run in one direction while firing in another. You have dodge rolls, etc. | ||
* We also draw inspiration from more arcadey feel. We want it to be super accessible, not a giant confusing hotbar. So we reference stuff like Smash TV a lot. | * We also draw inspiration from more arcadey feel. We want it to be super accessible, not a giant confusing hotbar. So we reference stuff like Smash TV a lot. | ||
* We also want it to be deep. So we look at MOBAs a lot for weapon variety and tradeoffs and the like. Avi, gameplay engineer on combat, has said that he wants the system flexible enough to make every attack in LoL possible for designers. | * We also want it to be deep. So we look at MOBAs a lot for weapon variety and tradeoffs and the like. Avi, gameplay engineer on combat, has said that he wants the system flexible enough to make every attack in LoL possible for designers. | ||
* But we know that a lot of MMO players are fans of tactical thinking and tab targeting and the like too! Weapons can be customized to have varying degrees of lock-on. There are tradeoffs there -- if you have tab lock on, then maybe in exchange for aim not being required, you have a tradeoff on firing pace, damage done, etc. You can actually see homing shots already in the videos we released. | * But we know that a lot of MMO players are fans of tactical thinking and tab targeting and the like too! Weapons can be customized to have varying degrees of lock-on. There are tradeoffs there -- if you have tab lock on, then maybe in exchange for aim not being required, you have a tradeoff on firing pace, damage done, etc. You can actually see homing shots already in the videos we released. | ||
So far, there has been no evidence of melee combat in Stars Reach. This concern was brought up in a Reddit thread and this was Raph Koster's reply, "Only if we can balance it well enough. The whole "bringing a knife to a gunfight" trope is a trope for a reason..."<ref name="rMMORPG" /> | |||
=Space Combat= | |||
In Stars Reach, player will be able to engage in combat not just on planets, but also in space. Space combat will include both flight suit combat and vehicular combat. There remains to be seen any spaceships in the concept art, screenshots, and trailers, but can confirm they are planned.<ref>MMORPG.com Forums [https://forums.mmorpg.com/discussion/comment/7812896#Comment_7812896 Link] 8 July 2024</ref> | |||
=References= | |||
Revision as of 13:39, 14 August 2024
Combat Glossary
- Twin Stick Controls
- Tab-Targeting & Lock-On
- Dodge Roll
- Modular Sockeing System
- Combat Skills
- Reflector Shield
- Homing Bullets
- Weapon Speed
- Weapon Damage
General Combat
Combat in Stars Reach is described on the Stars Reach Official Website as follows: Third person action arcade combat with just a hint of bullet hell! Dodge and weave, or pop your reflector shield to bounce energy beams back at your enemies. Different weapons and a module socketing system give you dozens of combat skills to learn. Bad aim? No worries – choose weapons and skills with classic tab-targeting or homing bullets! And most importantly – you can always play with your friends, because our horizontal progression system doesn’t keep players apart.[1]
Furthermore, Playable Worlds CEO, Raph Koster, decribed combat further in a Reddit thread:[2]
It's action combat inspired by a variety of things:
- We take a bit of twin stick shooter DNA. You can run in one direction while firing in another. You have dodge rolls, etc.
- We also draw inspiration from more arcadey feel. We want it to be super accessible, not a giant confusing hotbar. So we reference stuff like Smash TV a lot.
- We also want it to be deep. So we look at MOBAs a lot for weapon variety and tradeoffs and the like. Avi, gameplay engineer on combat, has said that he wants the system flexible enough to make every attack in LoL possible for designers.
- But we know that a lot of MMO players are fans of tactical thinking and tab targeting and the like too! Weapons can be customized to have varying degrees of lock-on. There are tradeoffs there -- if you have tab lock on, then maybe in exchange for aim not being required, you have a tradeoff on firing pace, damage done, etc. You can actually see homing shots already in the videos we released.
So far, there has been no evidence of melee combat in Stars Reach. This concern was brought up in a Reddit thread and this was Raph Koster's reply, "Only if we can balance it well enough. The whole "bringing a knife to a gunfight" trope is a trope for a reason..."[2]
Space Combat
In Stars Reach, player will be able to engage in combat not just on planets, but also in space. Space combat will include both flight suit combat and vehicular combat. There remains to be seen any spaceships in the concept art, screenshots, and trailers, but can confirm they are planned.[3]