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.
Support roles for siege equipment/vehicles/mounts
Ace1234
Member
Im not sure if siege equipment/vehicles/mounts are going to be similar to classes in that they have different roles in the trinity, but I think it would be really cool to have some options that focus on a squad support role.
Storytime:
One of the funnest gaming experiences I had was in Battlefield 1 playing the artillery mortor truck. The truck gave you the ability to view its targeting system which was a mini map that showed the POIs, terrain, structures, your squad location, enemy pings, etc.
You could target precise locations to send surgical mortor strikes, which consisted of your choice between smoke, gas, or lethal shells.
It was so much fun to send my friends in my squad toward objectives, and to use the info on the targeting system, and the info that my friends were relaying to me in real time, and using that to make decisions and call shots to support my squad members from afar.
For instance, I could see some rubble nearby the capture point, and smoke that area to allow my squad to push up to that location, where they could then spot and ping enemies and tell me who is the highest priority threat. There might be a small building nearby where a group of enemies were posted up, using the cover and high ground to defend the capture point, and maybe a second group hiding behind a hill at my squad's flank. I would then support my squad by mortoring the threat on their flank, and smoking my squad so they could regroup. Then I would systematically destroy the nearby building defending the capture point where enemies were posted up, by destroying the rooftop with mortor shells, then dropping gas in the open building to force them out where my squad could clean up as the enemies fled out into the open, further supported by follow-up mortor shell rounds from myself to cut off escape routes. In all of my reign of terror, there was also a feeling of uneasiness due to the targeting system pulling you into a full screen view, meaning you couldn't see your vehicle in third person anymore and needed to have situational awareness to not allow vehicles hunters to sneak up on you and blow you up.
Tldr
Point is, it was a ton of fun to use vehicles with unique roles like that, while coordinating with my squad, gathering info and making strategic/tactical decisions, and using situational awareness, all in order to capture objectives and sway a large scale battle in our teams favor.
Takeaway
I hope that Intrepid takes a similar approach or uses a similar philosophy when designing the siege equipment, vehicles, and mounts available in the game as I think this could add a lot of value and fun options for players to enjoy however that might take shape in Verra.
Storytime:
One of the funnest gaming experiences I had was in Battlefield 1 playing the artillery mortor truck. The truck gave you the ability to view its targeting system which was a mini map that showed the POIs, terrain, structures, your squad location, enemy pings, etc.
You could target precise locations to send surgical mortor strikes, which consisted of your choice between smoke, gas, or lethal shells.
It was so much fun to send my friends in my squad toward objectives, and to use the info on the targeting system, and the info that my friends were relaying to me in real time, and using that to make decisions and call shots to support my squad members from afar.
For instance, I could see some rubble nearby the capture point, and smoke that area to allow my squad to push up to that location, where they could then spot and ping enemies and tell me who is the highest priority threat. There might be a small building nearby where a group of enemies were posted up, using the cover and high ground to defend the capture point, and maybe a second group hiding behind a hill at my squad's flank. I would then support my squad by mortoring the threat on their flank, and smoking my squad so they could regroup. Then I would systematically destroy the nearby building defending the capture point where enemies were posted up, by destroying the rooftop with mortor shells, then dropping gas in the open building to force them out where my squad could clean up as the enemies fled out into the open, further supported by follow-up mortor shell rounds from myself to cut off escape routes. In all of my reign of terror, there was also a feeling of uneasiness due to the targeting system pulling you into a full screen view, meaning you couldn't see your vehicle in third person anymore and needed to have situational awareness to not allow vehicles hunters to sneak up on you and blow you up.
Tldr
Point is, it was a ton of fun to use vehicles with unique roles like that, while coordinating with my squad, gathering info and making strategic/tactical decisions, and using situational awareness, all in order to capture objectives and sway a large scale battle in our teams favor.
Takeaway
I hope that Intrepid takes a similar approach or uses a similar philosophy when designing the siege equipment, vehicles, and mounts available in the game as I think this could add a lot of value and fun options for players to enjoy however that might take shape in Verra.
0
Comments
I haven’t played anything in 20 years that matches that level of engagement.
Your story from Battlefield 1 really highlights the potential for dynamic and strategic gameplay that such systems can offer. The ability to coordinate with your squad, gather real-time information, and make tactical decisions from a support role can truly enhance the overall experience. It’s not just about dealing damage but also providing strategic advantages, such as laying down smoke screens, targeting high-priority threats, and disrupting enemy fortifications.
Implementing similar mechanics in Ashes of Creation could create unique opportunities for players to specialize in various aspects of siege warfare. Imagine having siege engineers who can set up and operate different types of artillery, reconnaissance vehicles that provide valuable intel to the team, or even support mounts that can offer healing or buffs to nearby allies.
This level of variety and specialization would not only make sieges more engaging but also encourage teamwork and coordination, which are core aspects of the MMO experience. Players who enjoy strategic gameplay and support roles would have valuable contributions to make, making the battles feel more inclusive and dynamic.
I hope Intrepid Studios considers incorporating these ideas into their siege mechanics. It would add a layer of strategy and excitement, making each battle a truly epic and memorable experience.
I wasn't lucky enough to play 1942, but i've played most of the Battlefield games. BF4 is probably my favorite overall, but I had a lot of fun moments in each game and there are some cool and unique aspects in each one. Hopefully we can get a BF game soon that has all the best features from the series.
Yeah I think there is a lot of knowledge to gain from the battlefield franchise in regards to large scale combat.