Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Tactical Overview
HeetCrusher
Member, Alpha Two
Was thinking of the large scale fights 250/250. And was wondering if they are going to add a overview similar to that of Eveonline? To where you can have squad commanders that give bonus if you have certain skills trained. Then have well for this game Captian and Generals for more bonus. Even if not for bonus it does make it easier to focus fire if leader can broadcast target threw overview that way there is no confusion to who the target is. Having a overview will make the fight more organized. Or are we just left to make smaller groups individually for certain tasks? Think it would be something worth considering anyways. Eves overview is really on point to where you can have multiple of them and set them up to show exactly what is on the field like no drones or just cap ships etc..
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Comments
There it is stated that we the large scale fights are connected to the Castle siege, which is to my knowledge an objective control event where the defending faction decides on the location of the objective(s) and has the opportunity to reinforce / block the ways around those objectives.
With that, a lot of the need for such organization goes away. Additionally the whole game focuses on group game play anyways, which would imply that groups are already joining with an elected leader, which in theory would be expected to collect his commands for the siege beforehand - making the strategy part of the siege happen before the fighting even takes place.
With that being said: Obviously some supportive elements would make sense. Besides flying mounts to get an overview, I think having flag bearing or in other ways marked characters would be useful.
However I'd hope they keep the special abilities of players during a siege to a minimum. The Siege summons and the (maybe) additional powers of the "Bishop" title seem cool and all, but I wouldn't find it too interesting if these parallel systems become too cluttered with dozens of extra powers, positions and so on.
So there is a balance to be kept here imo. Maybe there could be a pool of "special war resources" that determines that. Lets just say you can have 3 special featrues for your faction out of 10 existing ones.
e.g.: