Ten Ton Hammer: Another weapon in a recon’s arsenal is a set of traps. Could you tell us what’s available right now in terms of traps and how these work?
Todd Harris: What’s available right now is a proximity based mine. We certainly may add more later, but the ability to lay (per mine type) up to three mines and they’re triggered by the enemy when they step into that area. That can be used in a number of ways, from protecting an objective area to mining up an area so a recon can lead other players to their own death or injury. Another way they’re used is to protect their team, such as protecting a medical crate or a turret laid down by another class.
CG (left) and two screenshots of the recon class in action. |
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Ten Ton Hammer: Every class in Global Agenda has a unique silhouette that makes it easily distinguishable from the other classes. Rather than the sheer size of the assault classes or the bionic arm of the robotics classes, recons have spikey tendrils coming out of their shoulders. Is there a reason in the background or the lore for these, or did they just look cool?
Todd Harris: It was definitely important for us that each class stand out with its silhouette. It depends on who you ask what the reason is for the recon’s silhouette. Our art director would say it’s because spikes and blades look badass. The lore reason, from our writer, is more related to it being a part of the agent’s sensor system, so kind of functioning like antennae on insects - keeping recons ultra in-tune with their environment. Those are at least two reasons, and I’d say that the community is invited to come up with their reasons as well.
Ten Ton Hammer: We talked a bit about the natural counters between the robotics class and the recon class. How else do these two classes face off? Are there other counters to the recon’s abilities that he or she should be aware of?
Todd Harris: Turrets are really where the back and forth tends to happen in Global Agenda, because turrets are very powerful. If they’re placed in a good location, many times they’re going to need to be cleared out or blocked. Multiple classes may go after them and have different abilities to go after them, may stealth behind them and use bombs to take those out. Often teams will place a beacon inside an area fortified by turrets, so that’s a primary target for recons.
Ten Ton Hammer: We touched on the point-buy system and how it’s possible to max out a particular piece of equipment or strategy fairly early in the game. What does a recon player have to look forward to - loot, rewards, etc. - as they’re leveling up and working towards endgame?
Todd Harris: That’s a good point, we really did want players to be viable with a particular playstyle very early in the game. So, examples for the sniper role (which, as you said, many of the recon players would start out with), agents do get a sniper rifle fairly early in the progression, but at the higher level they have access to a sniper rifle that also has a poison damage-over-time component, so that’s an example of an elite level weapon there. They’re also getting skills as they level - it’s not exactly on every other level, but we generally alternate between giving access to more equipment options (by opening up another equipment slot) or new equipment types or new ranks of equipment or skill points that can go on the talent tree.
At a very high level, Recons are able to fill in that top point of one of their talent trees. For marksman, that topmost talent means increasing their attack rate with a damage boost. But because the game is player skill based, this is not a case where we’re increasing their accuracy; hitting the target is still based on the player’s skill. But the rate at which they fire and the damage that they do get a significant boost with that talent. They still won’t be able to take someone down in one shot, but they’ll certainly be a lot closer. Those are a flavor for what the recon get at that level, and even once they’re max level, across all classes we have this concept of upgrades, which are basically 15 different types of armor implants and other technology implants where you can do additional bonuses for your character. So that’s another level of advancement there.
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