Combat Overview

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There are the options of First or Third Person combat modes that can be switched between quickly.

Combat in this game will be more about staying in motion, taking cover, and watching your ammunition supply than other MMOs. There will be a wide variety of weaponry and ammo, but not so many as to be confusing. Ammunition must be used sparingly as it will be expensive to acquire.

Combat is in real-time and players will have to actively aim – meaning the targeting reticle must be on the target and the attack must be activated at the same time in order to hit. The damage from these hits is calculated based on weapon damage, skills of both the attacker and the defender, and other factors. If you can get a target in your crosshairs, you’ll hit them. The actual hit resolution is twitch-based, but your damage is largely determined by a more role-playing type system. You’ll never hit someone and have their skills determine you actually missed – though you may hit someone wearing so much armor your attack will do little damage. There will be balance between ranged and melee combat styles. Melee kills faster than ranged.

The average length of combat is 30 seconds or less, though combat encounters with giant critters may take a bit longer.

Groups are maxed at 8 characters, although up to four groups may band together to face more difficult foes and engage in PvP. In general, group combat is balanced for groups of 4-6.

 

The combat system of Fallen Earth is balanced with the following goals in mind:

1. If a player with a rifle attacks someone 10+ meters or so away, the rifle wielder wins.
2. If a melee player attacks someone with a rifle who is 10 meters or less away, the melee player wins. Rifle users suffer a penalty to their Melee Defense skill when attacked in melee.
3. Pistols can be used in both ranged and melee combat. They are sort of the middle range, doing the least damage overall but having the most flexibility in their use.

Hit Points

A starting character has a base of 55 HP and gains 5 HP per level (assuming no APs are spent on Strength or Endurance). The percentage of HP increase per level is more important at lower levels than at higher levels. The percentages can be increased by up to 50% if you max out your Strength and Endurance. This is why how you spend your APs becomes much more important than your level the higher you go.

Targeting

Aiming is by a targeting reticle (available in both 1st & 3rd person - over the shoulder - views) which is made of 4 equal lines at right angles with an open space in the center. Aim mode is accomplished by clicking either the middle mouse wheel or hitting F2. The character will then raise their weapons as if ready to use them and the targeting reticle will appear in the center of the screen regardless of whether in 1st or 3rd person view. Movement of the reticle and screen view is by moving the mouse.

The size of the targeting reticle will change based on character movement, stance, etc. and automatic fire will cause it to jump around. When a weapon is fired the system chooses a random point in the reticle as the point the attack hits, so the larger the reticle, the less predictable the aim. If a creature is in the reticle when an attack is launched, you hit, if not, you miss. There is no sticky targeting. You don’t lead targets so the point picked for the attack has to be on the target when you fire. Because of this, it will usually be easier to hit in melee – due to having a larger reticle – than with ranged attacks. Where a target is hit affects the damage inflicted. Head shots inflict greater damage than a limb shot. Damage modification is generally in the +/- 25% range.

When the system determines there has been a hit, the attacker’s skill is compared with the defender’s skill (Rifle/Pistol compared with Dodge; Melee compared with Melee Defense). Damage is setup on a sliding scale that can increase or decrease damage by up to 20% and similarly increases the chance for critical hits. See Armor for information on damage mitigation.

Built into the game program are checks on the back end and movement predictors to make up for lag and hacking attempts.

Aggro

Each creature players will face has a 90 degree arc in front of them that could be considered “front aggro range”. This range is usually 5-30 meters. Players entering this range will be “aggroed” if the creature is hostile to the player (determined by such things as: creature is hostile to everything, player’s faction standing, player’s active effects, etc.).

“Rear aggro” (if player is behind the creature) is determined by how much noise a player makes compared to the creature’s Perception attribute. Player noise level is determined by a combination of the player’s Stealth skill, noise from their weapons/armor, and how recently they have moved or attacked. If the player is heard by the creature, the player is aggroed.

Stealth

The Stealth system in Fallen Earth is unique in that it does not render one invisible. Instead it decreases the amount of noise you make thereby making you more difficult to hear. Each piece of equipment players carry and each weapon they use will generate noise. If a player has enough invested in Stealth it will mitigate the amount of noise they generate. There are also a number of other abilities associated with Stealth – special attacks against unwary opponents or the ability to duck out of fights if they turn against you. It may also be used to temporarily disguise a player as a member of another faction.

Perception is one balance to Stealth. Characters with high Perception will detect lower levels of noise than normal.

Pets

There will be a variety of in-game pets - ranging from creepers and other mutated creatures, to the more recognizable wolves and large cats.  Some, if not all, pets have combat capabilities.




Resources:
6, 9, 17, 19, 20, 21, 22, 23, 24, 27, 39, 90, 93, 97, 108, 130, 131

 

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