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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.
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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. |
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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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