At last year’s E3,
End of Nations
got a bit of a guarded reception. While most loved the MMORTS world
domination premise, few who played the demo felt at home with the
game’s busy interface.
Petroglyph went back to the drawing board, and arrived at E3 2011 with
a much cleaner product that’s both true to their vision and
just as innovative. Ten Ton Hammer spoke with Lead Designer Chris
Rubyor.

Stepping Up the RTS factor
The most obvious change was the new user interface. Gone was the screen
eating button fest of last year’s E3, and in its place? A
traditional, tried and true RTS UI. In the left corner was a radar map
that elegantly tripled in size with a keypress.. Spread over the bottom
center of the screen is a clickable, groupable units roster and
structures monitor (
EoN
now allows the placement of forward turrets,
repair stations, and the like). Skills , superweapons, and
structures were placed on the sidebar. The number of skills and weapons
was much more manageable – 4 total at level 15 -
and aside from a few small menu and status buttons, that’s
pretty much it for the newly streamlined UI.
The persistent base players could visit between matches is a thing of
the past, and in it’s place we find the Armory, a place to
customize unit looks and loadouts. Petroglyph is in the process of
adding a robust itemization scheme, right down to mod-able joints and
armor for infantry units. Players can orchestrate a factional color
scheme, or choose from a number of pre-made patterns (like an American
flag or camoflage) or “skins” for their unit.

Perspective also received some much needed attention.
EoN
now allows
players to take the “satellite view” –
zooming out to a commander’s maptable perspective. Zoom in
far enough and you’ll find a new horizontal perspective
– good for determining line of sight and elevation
differences.
The class structure Petroglyph explained at last year’s E3
– assault, artillery, etc. - is no more. Instead,
EoN’s
as-of-yet unnamed classes will take a slightly more combined arms tack
in terms of what units each player is allocated. My class seemed to be
heavier in air units, but also had enough armor and infantry to capture
portions of the map and hold my own on the ground.
Which brings me to my favorite change in
End of Nations
– air and infantry units. Helicopters and VTOL
aircraft now allow players to ignore terrain and bring the hurt to
their enemies in a hurry, though aircraft can’t be used to
capture and are more than a little vulnerable to turrets and other air
defenses.
On the infantry side, we’re talking mechs. Mechs! Not only do
we get a game with mechs at long last, but infantry has a number of
strengths all its own, according to Chris: “Infantry can go
over terrain other units can’t. Our game is very capture
point centric, and infantry captures faster than other
units.”

Infantry is near to Chris’s heart. When I asked what one of
his favorite units in the the game was, he responded by showing me a
hulking infantry unit strapped with a massive minigun. “This
is the Guardian. When I was designing this one, I was inspired by Jesse
Ventura from Predator. He carries this massive minigun, so
he’s on the slow side, but when he deploys, he can lay down a
ton of fire on the battlefield – he can mow through armor
like there’s no tomorrow. Plus, he goes into a defensive
state, so he’s very difficult to kill.”
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