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#1
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At regular intervals, gamigo and Reakktor will introduce and shed some light on some of the features of the upcoming space action MMOG Black Prophecy. To start the series, we'll introduce the incredibly comprehensive system for shipbuilding in modules which allows players to put together a spaceship entirely to their own specifications.
Even though Tyi and Genide ships may look completely different, the technical specifications of their components are the same. In general, a space-worthy ship is built of the following components: - Cockpit - Left and right wing - Left and right engine These components can also be added: - Up to four normal weapons - A rocket launcher with up to two rockets - A shield generator The end product might look something like this: ![]() In order to be able to add better modules to their ship, players need to invest points in nine skills. The ninth will unlock new flight maneuvers and tactics. Each skill level also corresponds to the level of the module that can be used. It's important to note that not all module levels are compatible with one another. There is a certain amount of tolerance, though, that allows much stronger components to be added to weaker parts. We are often asked if there are ship classes in Black Prophecy like there are in many other online games. The answer to that question is a definite maybe. Ship classes are not assigned or set but are defined by the modules used. This allows players to install the strongest weapons and heaviest shields and prowl around outer space like a tank. If that's not really your style, then choose smaller weapons and lighter armor and use your increased mobility to your advantage against slower opponents. ![]() Here's an example: We want a maneuverable ship that can take care of opponents from a close range. At longer distances, heavier opponents could take us out more easily, which is why we've equipped ourselves with plasma flamethrowers, which weighs about a third less than a longer range Vulcan cannon. We wouldn't want to go anywhere without a shield, but we will leave the rocket launcher in the hangar. This leaves us with an extremely fast and maneuverable ship that can dodge enemy fire and travel vast distances quickly. Since no weapons can be mounted on the stern of a ship, this is obviously the opponent's weak spot. And since he is so slow to move, we can just position ourselves behind him. All modules are easily distinguishable and, with a steady hand, can be targeted specifically and taken out. Which is of course why we, swift hunter that we are, will first take out the enemy's propulsion to make our lives a bit easier. On the other hand, those heavy gunboats, with their strong lasers and rockets, can take quite a beating. The heavy weaponry makes for huge damage potential, which is especially important in destroying structures. Which is also why larger, heavy ships should not head out without a fighter escort. The modular building system is also used for building clan stations, which start as small habitats and can be expanded to gigantic space complexes. Even capital ships can range from large to gigantic and come in countless varieties in terms of their structure, appearance and weaponry. Tyi fighter variations ![]() ![]() ![]() Genide fighter variations ![]() ![]()
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Assistant Product Manager |
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#2
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thank's for the screenies! really love the fighter variations. hoping the other classes of ship will have similar permutations
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#3
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This are great new news, thanks for exhibition and explanation of the technical components.
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Du bist auf dem Weg zum Erfolg, wenn du begriffen hast, das Verluste und Rückschläge nur Umwege sind. |
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#4
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Very nice, thanks for the detailed explanation, really looking forward to this game.
A few questions if you don't mind: Will having different wing/engine types for the left/right slots affect the balance of the craft? Ex: A weak left engine and a powerful right one cause the ship to turn more easily one direction than the other. Also continuing from the last question will there be a possible performance boost for same make/type modules? I'm guessing capital ships will be npc because they would be too different from the regular ships: Size, speed, firepower, and probably not as fun to pilot. Maybe they can be purchased by a clan, and are used more as objectives in clan battles, i.e. destroy the capital ship (capture the capital ship? <-- interesting) Anyways, looking forward to some pics of capital ships and especially those modular stations, really curious to see how those are worked into the game. Good job keeping us informed! |
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#5
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Damn really looking forward to get my teeth into this, but that F2P ghoul keeps nagging away at the back of my mind. I still cannot escape the feeling that choice was a huge mistake, although I understand it's origins with the way Neocron played out.
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#6
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Yeah! Finally some juicy game details to get our teeth into!
Hmm, so the ability to fit any module is just governed by skills points alone and also having the available module to fit in the first place. It sounds simplistic, with no extra complications like in EvE where you got power and CPU requirements to worry about that throws a curve-ball to building your ship. The BP system, does sound simplistic, but who wants to spend hours trying to get their uber setup working, that doesn't work because they are short of 0.1MW power? Also I'm trying to work out the 9 skills. One of them is known, but the rest I can only guess. 1. Flight manoeuvres and tactics 2. Engine skill use 3. Wing skill use. 4. Shield skill use. 5. Launcher skill use 6. Weapon skill use. (For the ones on your wings) ... That still leaves 3 left. Anyone else want to guess? |
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#7
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screens look good i like the tyi better there looks more choice
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#8
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Quote:
8) Sensors? 9) Social/Trading skill? Otherwise they could be general skills that certain modules require different levels of each: This particular module requires: X lvl2, Y lvl4, Z lvl5 |
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#9
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You can see a user name in one off the shots, miss?
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#10
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sound great,
i already imagine myself, escorting a tank for fighting capital ship...
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