Strap Yourself In...It's
Gonna Be a Wild Ride!




The space combat genre is all about action. If you've ever had an
opportunity to boot up one of these games, you'll be familiar with the
"strap yourself in" sort of mentality that the developers used to run
with when creating these games. When I asked NetDevil's Hermann
Peterscheck about the combat in Jumpgate Evolution and how that game
was being designed, his answers were so thorough and lengthy that the
Ten Ton Hammer staff had to split the interview into two parts to
encompass the entire span. With Part One of the "Combat and Controls
Interview", the Ten Ton Hammer staff asked Hermann about control
options, joystick vs. keyboard, and how a player advances throughout
the game. We hope you enjoy his responses!


Hermann: I think that those things are different
sides of the same
thing. Combat is, and always will be, skill based. Many things are part
of combat, attack, defense, handling, speed and so on. The various
permutations of all the things that people will do is something that we
could fill pages with. I also suspect we will only scratch the surface
of what players might do.



To read the latest guides, news, and features you can visit our Jumpgate Evolution Game Page.

Last Updated: Mar 29, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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