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Multiplayer futuristic F2P first person shooter with a unique blend of modern and classic shooter elements.

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A look at the planned mechanics in OA (Games : Orbital Assault : Forum : Orbital Assault Discussion : A look at the planned mechanics in OA) Locked
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Sep 23 2014 Anchor

So one person mentioned on the most recent FPS kit video that the movement looked slow, as well as offering some other suggestions.
First of all, the FPS kit videos DO have intentionally slowed down movement (an arcade shooter may not be what many people want to make, although they can easily turn up the speed if they want to).

In Orbital Assault we are definitely aiming for quick arcade-like movement. In fact, the character physics algorithms are lifted almost directly from the Quake 3 source code. That means you can rocket or grenade jump, you can strafe jump and circle jump, and more. The character physics have a very tight and responsive feel without feeling too artificial.

There WILL be sprinting. Sprinting will be infinite and will allow you to move faster without having to execute a strafe jump. However, you can combine sprinting with strafe jumping to accelerate even faster.
As far as health regeneration, all soldiers in Orbital Assault are equipped with a Kinetic Barrier. This device absorbs all incoming damage to protect the wearer. It recharges over time, albeit with a delay of several seconds. Once it is depleted, however, the wearer is totally vulnerable to damage until the barrier recharges. Health does NOT recharge automatically, and can only be regained if you or another player deploys a medbox.
Therefore it's in your best interest to keep your shields charged. If you can do that, you can stay in the fight longer even if you lose nearly all of your health.
That said, many weapons and accessories will be designed around quickly depleting shields, and these will be indispensable when combined with good teamwork and strategy.

OA will feature the following loadout items:
- Primary weapon
- Sidearm
- Grenade
- Deployable Item

Grenades, as the name implies, can be thrown for area-of-effect damage. That said, some grenades are nonlethal and do not cause damage such as flashbangs, smoke grenades, and even Pulse Grenades (which are totally ineffective against health, but great for taking out enemy deployables, disabling vehicles, as well as depleting enemy shields).

Drop packs are essentially care packages which can be requested, and drop in from orbit. The exact drop location can't be controlled, but the pack can be picked up and moved from the drop location. While carrying a pack you'll be vulnerable (as the pack requires both hands, you cannot use a weapon while carrying it, although you can drop the item if you come under attack and then pick it back up), meaning for instance if you want to move a drop pack such as a Sentry Turret to a strategic location you'll almost certainly want the help of your teammates to cover you.

The game will also feature ammo types. These come in the form of the aforementioned drop packs, which function like ammo boxes and will fill your weapon with some amount of the given special ammo type. These ammo types each have their own strengths and weaknesses for different situations. Good teamwork and the right ammo types can create a force to be reckoned with.

Anyway, these are a few of the things we have planned for Orbital Assault. Questions? Comments? Hate mail? Spam?

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