Drox Operative Weapons
Friday, 13 April 2012

Today we are going to talk about the weapons in Drox Operative a little. In a fantasy game, there really isn't that much of a difference between the various weapon types except their DPS (damage per second), who can use them, and sometime range. In Drox, there are way more variations. They have the usual variations in damage, speed, who can use them, and range. However, there are also many broad types that work very differently, they don't all fit into the same slots, and they cause different types of damage.

First of all, there are a lot of different types of weapons. Ballistic weapons fire a small, physical object at very high speeds (think railgun). Beam weapons fire some kind of particle beam (like a laser). Bomb weapons launch a bomb directly to the specified point in space and explodes. Doomsday weapons are massive, one use weapons which are explained more here. EM weapons fire an electromagnetic pulse of various sorts that damages and causes lingering problems. Fighter bays launch fighters of course. Freezer weapons do damage, but at the same time are designed to impact the movement of the enemy in some way. Mine weapons launch mines. While mines lack enemy tracking, they makes up for it with power. Missile weapons fires missiles that track their targets. Virus weapons use various particle beams to do damage, but also upload a virus to disrupt the enemy's systems. Then there are various other weapons that don't fit into any category very well, things like Lightning Fields, Hellfire, and Big Bang.

All of these weapons types have different damage, speeds, and ranges like usual. Missiles do a lot of damage and have great range, but are slow. Beam weapons are fast, but they're not as powerful and their damage diminishes as the distance to the target increases. EM and virus weapons do less damage, but they also have powerful debuffs. Mines and bombs do a lot of damage because they forgo tracking for pure explosive power.

Unlike a fantasy game there isn't one weapons slot (or two if you count duel weapons). The bigger more direct weapons typically fit into a heavy slot and the more tactical ones typically fit into a medium slot. Also there isn't anything from preventing you from installing multiple weapons, well except for crew requirements, power load available, and empty slots of course.

The use of weapons is also a little different than in a fantasy game. In a fantasy game you either do a generic attack or use a skill attack. Both of these are assumed to use your equipped weapon. In Drox your weapons and skills are somewhat combined so you use them more directly like you would skills. So you might use your laser beam on the fighter right next to you and launch a missile at the mothership that is further back.

And finally, all of the weapons don't cause the same types of damage. Weapons like missiles, bombs, and mines cause explosion damage. Beam weapons cause thermal damage, ballistic weapons cause kinetic damage, EM weapons cause EM damage, and while no whole category causes radiation damage, some specific weapons do. 

That's about it. That should at least give all of you a little more insight into how the weapons work. Thoughts?

Comments

 
Drox alpha
Friday, 16 March 2012

So Drox Operative has been in alpha for a week now and I thought I would write up a short blog about what that means especially since alpha tends to mean different things to different developers and publishers.

For Soldak, alpha generally means the game is playable from start to finish, is fairly stable, and we hope is already fairly fun. It doesn't necessarily mean all of the assets are done or that all of the planned features have been implemented though. Alpha is also where we start getting people that aren't on the development team to play test, so we can get some outside opinions. These are almost always family and close friends.

So far the alpha seems to be going really well. We are up to our 3rd alpha build and have already made tons of changes. Sectors have been conquered, wars have been fought, there have been a few crashes here and there but it's very stable for an alpha, and most importantly it seems like everyone is having fun despite the rough edges.

Comments

 
Doomsday Weapons
Friday, 24 February 2012

I believe I have briefly mentioned Doomsday weapons before but they are so much fun I thought I would devote an entire blog post to them. So what is a Doomsday Weapon? Well it's basically a weapon so big and nasty that it really might be the end of the world. Luckily there is usually more than one inhabited world.

So how do they work? You use them just like any normal weapon, except they are completely uncontrollable once launched. They will do a massive amount of damage to anyone that is too close. That includes your enemies, your allies, and even your own ship. Everything in a Doomsday Weapon's path is going to be destroyed. You need to be really careful when you let one of these loose.

This sounds way too powerful doesn't it? Well unlike a normal weapon, you can only use a Doomsday Weapon once, they are really rare, and they are extremely expensive if you can find one to buy. You're probably going to want to wait for the right opportunity to use them or when frankly you are really desperate. Oh, and what about all of those empires that are fighting each other for the galaxy? They tend to be quite fearful of those that use Doomsday Weapons, so don't expect many friends afterwards.

However, the most important part is that they are insanely fun to wield. When the Fringe treat their citizens like cattle, get pissed at you when you don't help quell the resulting revolution, and then declare war on you, there's nothing better than wiping out an entire Fringe fleet in a few seconds with your handy Armageddon Device.

Comments

 
Drox Subraces
Friday, 27 January 2012

Today I'm going to talk a little about the subraces in Drox Operative just because I think they are kind of cool.

Subraces are usually a powerful, but very small group within one of the main races in Drox Operative. These subraces won't exist at all at the beginning of a new game, but can come about in various ways. Some just happen randomly due to evolution, some are created by their parent race in response to dangers, and some are just accidents. Because they are individually more powerful than an ordinary person of the race in question, they are often used for their talents and abused because they are different, but they are also generally feared. So it's not a huge surprise that when given a chance they rebel and are willing to die for their freedom.

Their rebellions can be very nasty affairs for both sides. The government is likely to quell the rebellion with deadly force and the subrace rebels will likely use their talents to gain their freedom. This of course is where the player comes in. You actually have a choice, which side do you help out? Do you help the oppressive government that you already have a relationship with or do you help out the dangerous rebels?

If the rebellion is successful, the subrace will become a fully functioning new race in your sector of the galaxy. This means they will start building ships, have a functioning economy, scout and colonize planets, and start diplomatic relationships with the other races. This will definitely be disruptive to the sector. There is now a new force to deal with, they are powerful, and they tend to be pissed off due to their mistreatment. This also means if they are ultimately successful, you better hope you backed them when they asked for help.

Let's walk through one example. The Shadow and the Dryad are at war. The Shadow are a sneaky race so they sabotage a nuclear reactor on one of the Dryad planets. This causes a huge radiation leak. The needed supplies to fix the leak don't get there in time and the leaking radiation contaminates a major water supply source. This contamination poisons many of the Dryad people, but instead of all of them dying some of them mutate. These mutants are very different from the typical Dryad people and are loathed. Even worse, when people find out they are also freakishly strong, they are feared. Fear and hate are dangerous things and the mutants are harassed, ridiculed, attacked, and many are even murdered. Soon the mutants rebel against this fear and hate. With the local Drox Operative ignoring the conflict, the mutants eventually win their freedom and take three of the Dryad planets as their own. The Shadow are happy because they split the Dryad empire in two, the Dryads took a major hit in power, and the Mutants are now a fully fledged race that are pissed at the Dryads, the Drox Operatives, and the galaxy in general.

Thoughts?

Comments

 
Drox components part 2
Thursday, 10 November 2011

Today I'm going to talk a little bit more about ship components (see part 1) in our upcoming space action RPG, Drox Operative.

Components are your skills:

I mentioned this in my last component blog, but components really are your skills. There isn't a tractor beam skill. You either have a tractor beam component installed or you don't. This actually changes things quite a bit.

You can't just add a skill point to get a better tractor beam. You need to actually find and obtain a better tractor beam. You also need to make sure your ship is capable of using the higher tech tractor beam (power and crew requirements). Since you rely on finding your "skills", your tactics constantly evolve based on what components you find. This is especially true since not all component types are available at all levels. Another interesting thing is that getting a new "skill" is no longer tied to leveling up and can be obtained at any time. A new awesome component might drop during the next fight. And the last nice thing about components as skills is that you can easily remove any component and add a new one any time you want with no penalty. On the flip side though you only have a limited space to install components, although this grows as you gain bigger ships.

Types:

Like many fantasy games there are different basic types of components: passive, active, and consumable.

Passive components are ones that are always working and require no input from the player. Some examples of these are Plasma Drive, Deflectors, Composite Armor, Stabilized Weapon Mounts, and Beam Amplification.

Active components are ones that the player has to initiate the usage each time but you can use them as many times as needed (there are reuse times though). Some examples are Ion Cannon, Helical Railgun, Anti-Matter Torpedo, Nanomite Bomb, Fighter Bay, Flares, Magnetar, Emergency Power, and Jamming Spike.

Consumable components are ones that the player has to purposely use, but unlike active items you only get one use per component. The nice part about consumable items is that they don't need to be equipped to use; you can use them straight from your cargo hold. Some examples are Emergency Nanite Repair and Energy Spike.

There is also a special category of consumable items that I would like to mention because they are fun: Doomsday Weapons. You only get one use from a Doomsday Weapon just like normal consumable components, but they have a much bigger impact. There are several different Doomsday Weapons that work in various ways but they all have one thing in common: they are by far the most powerful weapons at their technology level. They are so powerful and dangerous they can destroy your allies or even your own ship. Using them also pisses off all of the races. In other words, handle with care! Some examples are Grey Goo, Planet Killer, and Temporal Rip.

Any thoughts?

Comments

 
<< Start < Prev 1 2 3 4 5 6 7 8 9 10 Next > End >>

Results 37 - 45 of 241



Newsletter

Sign up for our free newsletter!
Name
Email

Search