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New info... Sorta

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1 New info... Sorta on Wed Jun 02, 2010 1:46 am

Axiom

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Taken from the BP Facebook page this morning:

Black Prophecy MMOG At regular intervals, gamigo and Reakktor will introduce and shed some
light on some of the features of the upcoming space action MMOG Black
Prophecy. To start the series, we'll introduce the incredibly
comprehensive system for shipbuilding in modules which allows players to
put together a spaceship entirely to their own specifications.

Check out the notes to learn more about the modular ship system!

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2 Re: New info... Sorta on Wed Jun 02, 2010 4:54 am

floki


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well new infos are good but open beta would be WAY BETHER!!!! ^^

for the not-facebookers:
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At regular intervals, gamigo and Reakktor will introduce and shed some light on some of the features of the upcoming space action MMOG Black Prophecy. To start the series, we'll introduce the incredibly comprehensive system for shipbuilding in modules which allows players to put together a spaceship entirely to their own specifications.

Even though Tyi and Genide ships may look completely different, the technical specifications of their components are the same. In general, a space-worthy ship is built of the following components:

- Cockpit
- Left and right wing
- Left and right engine

These components can also be added:

- Up to four normal weapons
- A rocket launcher with up to two rockets
- A shield generator

The end product might look something like this:



In order to be able to add better modules to their ship, players need to invest points in nine skills. The ninth will unlock new flight maneuvers and tactics. Each skill level also corresponds to the level of the module that can be used. It's important to note that not all module levels are compatible with one another. There is a certain amount of tolerance, though, that allows much stronger components to be added to weaker parts.

We are often asked if there are ship classes in Black Prophecy like there are in many other online games. The answer to that question is a definite maybe. Ship classes are not assigned or set but are defined by the modules used. This allows players to install the strongest weapons and heaviest shields and prowl around outer space like a tank. If that's not really your style, then choose smaller weapons and lighter armor and use your increased mobility to your advantage against slower opponents.

Here's an example:

We want a maneuverable ship that can take care of opponents from a close range. At longer distances, heavier opponents could take us out more easily, which is why we've equipped ourselves with plasma flamethrowers, which weighs about a third less than a longer range Vulcan cannon. We wouldn't want to go anywhere without a shield, but we will leave the rocket launcher in the hangar. This leaves us with an extremely fast and maneuverable ship that can dodge enemy fire and travel vast distances quickly. Since no weapons can be mounted on the stern of a ship, this is obviously the opponent's weak spot. And since he is so slow to move, we can just position ourselves behind him.

All modules are easily distinguishable and, with a steady hand, can be targeted specifically and taken out. Which is of course why we, swift hunter that we are, will first take out the enemy's propulsion to make our lives a bit easier. On the other hand, those heavy gunboats, with their strong lasers and rockets, can take quite a beating. The heavy weaponry makes for huge damage potential, which is especially important in destroying structures. Which is also why larger, heavy ships should not head out without a fighter escort.

The modular building system is also used for building clan stations, which start as small habitats and can be expanded to gigantic space complexes. Even capital ships can range from large to gigantic and come in countless varieties in terms of their structure, appearance and weaponry.




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there are more pics but we know them already

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3 Re: New info... Sorta on Wed Jun 02, 2010 6:28 am

SilverYO

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sooooo we cant like totally build the chassis our selves but can add stuff to the base model?

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4 Re: New info... Sorta on Wed Jun 02, 2010 8:10 am

Axiom

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5 Re: New info... Sorta on Wed Jun 02, 2010 9:09 am

Mujina

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SilverYO wrote:sooooo we cant like totally build the chassis our selves but can add stuff to the base model?

I think the ship will change a little depending on level too because if its only based of 4 modulus most the ships would look the same - on the game-play videos the ships look very different too.

all in all we still don't have all the info ^^

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6 Re: New info... Sorta on Wed Jun 02, 2010 9:24 am

Daneska

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hm.. nothing new I guess. This is a usual formula for all space sim. big guns and heavy armor - more slowly and more powerful ship, light guns with minimal stuff on board - extremely maneuverable fighter =)


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7 Re: New info... Sorta on Wed Jun 02, 2010 9:38 am

ostDrauka

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Woaw that ship looks exactly like 1 of the Wing Commander 4 - Border World ship Very Happy

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8 Re: New info... Sorta on Thu Jun 03, 2010 4:17 am

Wulfstan

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i like this new info thanks! Very Happy

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9 Re: New info... Sorta on Sun Jun 06, 2010 12:44 am

Vostromo


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I guess we can speculate about a few things.

1. Will cockpit and left/right wing choices provide the bulk of any armor a ship has? There might be something akin to structural integrity so as you add larger components the bulk/armor of the ship increases.

2. I notice from the ship image above that missiles can have a target seeking stat. Maybe some are a fire and forget type. I get the impression that missiles will be heavier components so at least medium class ship types i guess. They pic also mentions radius... burst radius?

3. Can you mismatch engine types? Think i read that there is a certain tolerance for this in ship design. Guess it will be a matter of break points although i can't think of any obvious reason for doing this right now. I suppose it's possible that different engine types would count as separate targeting objects but i really doubt it.

4. Where does power for shields/weapons come from? Can we blast away to our hearts content?

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10 Re: New info... Sorta on Sun Jun 06, 2010 3:33 am

Axiom

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I can see it going the way of the old Tie Fighter or X Wing games.
Missles/Seeking missiles and then torpedos for weaponry but I can't see them making the physics of how the ship moves too highly dependent upon some very technical ideas about assymentrical engines etc, but I guess the tolerances would simply be whether engine A can be fit with engine B.

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11 Re: New info... Sorta on Sun Jun 06, 2010 7:35 am

Wulfstan

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they're figuring something out...

we'll just have to wait until Open Beta Very Happy (or until the NDA becomes less powerful)

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12 Re: New info... Sorta on Mon Jun 07, 2010 12:13 pm

DrHyde01

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I know i am completly new to all this but im thinking that they still need to keep this game fairly basic considering 1000s of players will be playing this at the same time. Personaly i think the engis will be set. e.g you can buy half the upgrade but have to buy the other to progress. but what do i know. I just want a beta key like Wulfstan... Very Happy

ps. anyone gonna make some start up guides when we get beta?

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13 Re: New info... Sorta on Mon Jun 07, 2010 12:42 pm

Wulfstan

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Startup guides will come when Open Beta goes live Razz

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14 Re: New info... Sorta on Mon Jun 07, 2010 2:24 pm

DrHyde01

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sounds good to me. Smile

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