FAQ

faq

What is Line Of Defense?

Line Of Defense is a sci-fi MMOG (Massively Multiplayer Online Game) in which thousands players across various servers, fight for the control of bases located on planets and in space.

The game features a massive battle between Galactic Command (GALCOM) military forces and the Insurgents paramilitary forces.

Players wage war as infantry in either first or third person perspective with the ability to use various assets such as land and sea vehicles, planetary and space craft.

As you play the game, you gain Combat Experience Points (CEP) through various actions. These can then be used to gain medals, rank as well as Combat Training Certificates (CTC) which are used to gain various skills.

The battle takes place on a massive planet which has four expansive bases. The planet, Lyrius, also provides access to the space region where the fours stations as well as a massive carrier are located. You are able to enter these station and carrier bases either in first person mode (infantry) or by flying to them and docking with a fighter or shuttle craft.

More Info

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Who developed the game?

The game is owned, designed and developed by 3000AD, Inc, the leader in high-end advanced sci-fi based games.

Line Of Defense was developed using our own custom game engine powered by Havok Vision Engine. It also features other middleware engines including Havok Physics, Havok AI, SpeedTree, RakNet, Radgametools Iggy, Sundog’s Silverling and Triton and many other underlying tools and modules such as LUA, MySQL, FModEX etc.

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On what platforms is the game available?

The game is being developed exclusively for the PC. However, the companion game, Line Of Defense Tactics, developed with Unity3D, is available for various platforms.

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What are the system requirements?

Please note that these specs are subject to change at any time.

Minimum Requirements

  • 32-Bit or 64-Bit Windows 7, Windows 8 w/ all Service Packs
  • 30GB Hard Drive Space
  • Intel® Core™ 2 Duo E8200 @ 2.66 GHz / AMD Phenom™ X3 8750 @ 2.4 GHz
  • 8GB RAM
  • nVidia GeForce 450GTX / AMD Radeon HD5870 or better
  • DirectX compatible sound card
  • Broadband internet connection

Recommended Requirements

  • 64-Bit Windows 7, Windows 8 w/ all Service Packs
  • Intel® Core™ i5-680 @ 3.6GHz or better
  • 16GB RAM
  • nVidia GeForce 760GTX / AMD Radeon HD7870 or better
  • Microsoft XBox 360 Controller or DirectX compatible joystick

Updated: 08/2014

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Is the game persistent?

Yes. Each game world located on a server is fully persistent with no instancing or sharding. As long as the server is up, the conflict continues regardless of whether or not you are logged in.

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What type of gameplay does it support?

The game is purely PvP. Though the game engine and tech support PvE elements, we are focusing on the PvP elements in the first release and will be exploring the PvE aspects post-release.

Both sides fight on planets and in space for the control of various territories. The tide and balance of war are both dynamic, fluent and happen in real-time.

However, even though the game is all about combat, you can still build up your class and play as you want. For example, there are some players who would rather not go to the frontlines, but rather stay at the home base and defend it as a sniper. With such a character class, you can acquire various CEP stats and CTC modules which give you the ability to play as this character type and with the ability to hack into facilities, operate them etc.

For example. Say you really don’t like the whole run and gun thing – or that you just plain suck at it – but you still want to play this game. You can build your character into a sniper class with full hacking and cloaking capabilities, a high velocity sniper rifle with parabellum ammo rounds, tracers, a long range scope, an infra-Red scope illuminator and perhaps a few motion detectors. If you remain at your base, you can pretty much find a nice perch on high ground and monitor the key installations at the base. You spot an enemy making his way towards the base’s shield generator with a view to hacking into and disabling it, thus bringing down the base’s shields leaving the base vulnerable to inbound missiles and such. At this point, assuming that you’re a good shot, you take him out and gain CEP for your troubles. You can do this at your own base or behind enemy lines without ever being in the forefront of the more intense combat.

Or you could build your character as a medic sub-class and go around healing your team mates, thus gaining CEP for your troubles.

Or you can focus on acquiring enough CEP and CTC so that you can build an FARP for your team, and then support them from there.

Or if you are good at flying, you can be that guy who grabs a transport gunship, blazes into a hot zone behind enemy lines and either extracts or drop launches your team. Nothing screams “I’m gonna live!!” like the sight of a heavy gunship coming in with automated turret guns blazing and leaving carnage and dead bodies everywhere.

Or you can just stay on the station and defend it from within because, trust me, given the ease with which players can move between environments, the station is a hot bed of intense action – and may never ever have to step foot on the planet if you don’t want to.

Or you can just grab a super (can fly on planets and in space) fighter, get into space and engage in space combat alongside your friends as you take on other enemy fighters and stations.

There are several ways that you can play the game.

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What sort of environment does it feature?

The game takes place on various continents on planets, each with unique topologies, characteristics, atmosphere, time of day, climates etc. You will wage war on open planetary terrain, within massive bases and cities, in space as well as inside massive buildings and stations.

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How is the game world divided?

The game takes place across two large star systems, Sirius and Barnard’s Star, both within the Galactic Command mythos. This blog entry gives a detailed idea of the game world and how it is connected.

In this first release of the game, only the Lyrius planet – where the conflict takes place – is colonized and populated. The other planets and moons are there, but they are empty masses of land which will later be colonized through expansions and player housing.

SPACE REGION

There are four space regions each containing a planet, moon or both, primary station and theme.

The four space regions are linked together by jumpgates each of which has a single target destination.

Stations are linked to starbases on the planet via Dynamic Jump Pads. For example you can use the DJP on the HEATWAVE starbase on the planet to go to the ARKANGEL station in space and vice versa.

You can dock a fighter or shuttle with a station or carrier, exit the craft, then walk through the installation in fps mode. From within the installation, you can use t-shafts to move from deck to deck or use a DJP to go to another station or starbase. You can also use an HAIS to enter the planet below.

LYRIUS (ARKANGEL station):
Contains 1 planet (LYRIUS) and 2 moons (PRIMUS, VERAN)
Linked to LENNEN
Linked to HEATWAVE, NIGHTBRIDGE, FROSTBITE, GULGE starbase

The region also has the GCV-STARGUARD, the last surviving Galactic Command craft from the GALCOM, Insurgent conflict. It is currently unmanned and in orbit above the planet.

LENNEN (VANGUARD station):
Contains 1 planet (LENNEN) and 1 moon (ECLIPSE)
Linked to LYRIUS and SYGAN

SYGAN (TEMPLAR station):
Contains 1 planet (LENNEN) and 2 moons (OMARIS, STIGLER)
Linked to ZILON and LENNEN

ZILON (OVERWATCH station):
Contains 1 planet (LENNEN) and 2 moons (WAYWARD, BLOOM)
Linked to SYGAN

PLANETARY REGION

There are a number of regions on each planet, each containing a primary starbase (each about 16 sq km) and theme.

The four starbase regions on Lyrius are linked together by Dynamic Jump Pads and jumpgates. Each of which has one or more target destinations in another space or planetary region or station.

In fps mode, you can use a DJP to go from one starbase region to another or to a station or carrier in orbit around the planets. You can also use a jumpgate to fly between starbase regions or to space.

STARBASE01 (HEATWAVE starbase):  (Desert Climate Zone, DCZ)
Standard starbase
Linked to NIGHTBRIDGE and FROSTBITE
Linked to ARKANGEL station

STARBASE02 (NIGHTBRIDGE starbase):  (Moderate Climate Zone, MCZ)
Standard starbase within an abandoned city
Linked to HEATWAVE and GULGE
Linked to ARKANGEL station

STARBASE03 (FROSTBITE starbase):  (Artic Climate Zone, ACZ)
Standard starbase
Linked to HEATWAVE and GULGE
Linked to ARKANGEL station

STARBASE04 (GULGE starbase):  (Hot Climate Zone, HCZ)
Standard starbase
Linked to NIGHTBRIDGE and FROSTBITE
Linked to ARKANGEL station

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How do I get to other continents?

While moving around on foot as infantry, you can use a Dynamic Jump Pad to move from one planetary base to another; or even to a station or carrier in space.

If you are flying around in an aircraft, you can also use a jumpgate to move from one planetary base to another; or even to space. Similarly, you can use a jumpgate to move from one space region to another.

You can also use a High Altitude Insertion Suit, HAIS, to launch from a station or carrier in space and enter the planet surface.

World Map

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What is the control scheme like?

The game is targeted for quick “jump in, jump out” engagements. So we strived to make the control schemes as simple as possible and modeled after various gaming standards.

This means that mouse and WASD keyboard commands are  used. We also have support for joysticks and the Xbox 360 controller.

The scheme allows you to seamlessly control your infantry character as well as vehicles and aircraft with very little variations. So going from infantry to vehicle or aircraft is not very different.

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How many players are supported?

The game supports up to 256 players per continent. When a continent is full, access to it is prohibited.

The game world is built to support the following:

4 planets. Each planet is built to support up to 8 continents, though we are starting out with 4 continents and on 1 planet only.

7 moons. Each moon is built to support up to 8 continents. However, for the first release of the game, these moons are empty and do not contain any bases.

4 space regions (also regarded as continents).

This means that, fully populated, the  entire game world on a server cluster can support between 2048 – 23,552 players.

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How many factions (sides) are there?

Line Of Defense hails from an original IP that has thirteen alien (Terrans, Gammulans etc) nations and over twenty-three castes (Military, Insurgents etc) in a vast universe that spawned several IPs (Battlecruiser 3000AD, Universal Combat, Galactic Command, All Aspects) and to date, fourteen (LOD is our fifteenth game!) games from 1989 (when I started working on my first game) to present day.

I decided to include two opposing sides because I felt that the whole “alien” premise and focus was already overdone. So instead, we have the Terran military forces taking on the Terran insurgents on a distant planet. The other aliens were going to sit this one out. At least until I found a very good reason to introduce them in this new game.

While some may shrug or frown at the only two factions, there is no empirical evidence or research to suggest that having any particular number makes a game any good or bad. Yes, we all like choices and having a choice is good. But in LOD, with two sides, each with four unique classes – which can cater to any type of character – there are even more possibilities than having more factions and less choice.

Of course, with such a rich lore to pull from, introducing other alien races (my first choice would be the evil, formidable and far superior Gammulans) is something I had already planned to do. That’s what expansion packs are for.

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How many races and classes are there?

The battle is between the Terran military forces of Galactic Command and the opposing Terran Insurgents. Each side has four classes which can be customized depending on player preference. There are no fixed classes.

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Will I be able to customize my character?

No. You can only customize your class.

We wanted to get players into the game and playing as quickly as possible. So once you select a base class, you cannot customize how it looks.

However, we may consider putting in minimal support for combat armor customizations so that fireteams can easily recognize each other in the battlefield without just relying on the color coded tooltip that appears above the model for a player.

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What actions can my character perform?

Your character can perform various basic physical actions including the ability to crouch, go prone, lean around corners, swim etc. Also supported are various gestures such as salute, point etc.

With certain implants some actions can be improved beyond human capabilities. e.g you can run faster if you have the BIO-QUICK implant.

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How is character progression handled?

Character progression is based on acquiring Combat Experience Points (CEP), which translate to higher ranks as well as Combat Training Certificates (CTC). The higher you increase in rank the more CTC skills are unlocked.

You gain CEP from various activities such as killing other players, destroying various units, healing other players, hacking into a base’s data systems (e.g. to disable the base shields) etc.

Combat Training Certificates are required to use many of the game’s vehicles (aircrafts, gunships, naval units etc), access to base units etc. You can gain CTC in the battlefield or purchase them at an inventory station. They work like neural implants which you inject into the side of your neck.

The combination of CEP and CTC is critical to character progression and the combination allows you to build up your character class as you see fit. You can chose to be a stealth player (sniper anyone?) whose sole purpose is to aggravate the forces behind enemy lines, while sneaking around and hacking into base units. Or you can chose to be heavy infantry guy with a massive shoulder mounted cannon, a pocket full of grenades and a mini nuclear weapon.

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How many items can I carry?

Right off the bat, we’re not doing a game whereby you can just pull a weapon or vehicle out of nowhere. So whatever item you have is either visible or has a plausible explanation as to why it is not visible.

By default you can carry one primary weapon, one secondary weapon and as much ammo and inventory items as your character allows (depending on whether or not you have a backpack or weaponpack which give you additional room).

Similarly, your character can only attach certain items to key points. e.g. if you have a backpack or weaponpack attached to your back, you can’t have a jetpack.

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How is death handled?

The game allows a fixed number of characters per server.

When you die, you will spawn at the nearest friendly base.

If your alliance (Terran Military or Terran Insurgent) has its own Forward Operating Base (FOB), you can spawn there as well.

If you are part of a fireteam that has an FOB, you can spawn there too.

When you die, you respawn with most of your stuff, though you will lose some random stuff (e.g. weapon, ammo etc) that is on your character at the time of death.

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Is there a monthly fee to play?

No. The game is Free-To-Play (F2P) with no monthly subscription fee to play.

The free download, available on Steam, GameFly, Gamers Gate and various other digital distribution partners, gives you a single character slot as well as a base weapon and some ammo.

You can, at any time, purchase a Tactical Advancement Kit (TAK) which provides you with weapons, ammo and various other items. All TAKs are single purchases only and contain some consumable (ammo etc) items.

During game play, you can also obtain enough Combat Experience Points (CEP) which can be used to purchase Combat Training Certificates (CTC).

There is also the option to use the in-game currency, GALCOM Credits (GALCRED), to purchase CEP, CTC or various items.

The game may be considered to be pay to win by some. That notion would be incorrect because you still require skill to play and succeed. Buying the best weapon is not a guarantee of success. Similarly, obtaining a CTC to operate the best fighter, is not a guarantee of success if your flight skills are lacking.

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How does the finance system work?

You gain Combat Experience Points (CEP) for combat actions such as killing enemy players, destroying enemy equipment, capturing enemy installations, healing/assisting friendly players etc. These are used to gain rank as well as Combat Training Certificates (CTC).

The accumulated CEP can be used to purchase CTC required to gain certain skills such as using various types of vehicles, aircraft, weapons, entering certain areas, hacking into installations etc.

You also have the game’s currency, GALCOM Credits (GALCRED), which can be purchased for real money. GALCRED can be used to purchase various game items. Some of these may provide gamers with some advantage, but since this is a skill based game, having a good weapon does not ensure a decisive victory.

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Do I have to buy stuff in order to enjoy the game?

No. You can play the game as long as you like without having to buy a single thing.

From the time you create your character, you will be given a basic weapon, some ammo and well wishes. From that point on, you’re on your own.

If you can fend for yourself long enough to gain Combat Experience Points (CEP) which you can use to buy stuff, then good luck to you and all that.

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What are Tactical Advancement Kits?

The game features a lot of in-game purchases which include inventory items, weapons, ammo etc. These TAKs combine several items into one convenient package which players can optionally purchase at any time. Prices range from $19.99 all the way up to $69.99.

Below are some examples (subject to change):

Tactical Advancement Kit Level I

  • SCAT1 pistol
  • M117 assault rifle
  • AMMO: MAG_P1 x3, MAG_P4 x2, MAG_AR1 x3
  • Armor CL1
  • Basic Weapons Training CTC
  • Light Weapons Training CTC

Tactical Advancement Kit Level II

  • HK900 shotgun
  • DTR4A sniper rifle
  • AMMO: MAG_SS2 x3, MAG_SR2 x3
  • Proximity grenade x2
  • BIO-FISH implant
  • Armor CL2
  • Medium Weapons Training CTC
  • Sniper Weapons Training CTC
  • Ground Vehicle Training CTC

Tactical Advancement Kit Level III

  • SCAT2 pistol
  • MK330 machine gun
  • ENERGYLANCE CL1
  • AMMO: MAG_P2 x4, MAG_P4 x3, MAG_MG1 x4
  • APG grenade x2
  • Flash grenade x2
  • Smoke grenade x2
  • BIO-JUMP implant
  • Portable Image Enhancer
  • Laser Marker 1 attachment
  • Jetpack MK1
  • Armor CL1
  • Basic Weapons Proficiency CTC
  • Heavy Weapons Training CTC
  • Beam Weapons Training CTC
  • Item Training CTC
  • Jetpack Training CTC

Tactical Advancement Kit Level IV

  • TL22 assault rifle
  • GLE22 grenade launcher
  • WRISTLASER_CL1
  • AMMO: MAG_AR2 x4, MAG_AR4 x3
  • WLAPG grenade x2
  • Flash grenade x2
  • Plasma grenade x2
  • BIO-QUICK implant
  • BIO-ALERT implant
  • Waypoint Designator Unit
  • Zoom Scope 1 attachment
  • Night Optics 2 attachment
  • Wingsuit
  • Armor CL2
  • Light Weapons Training CTC
  • Advanced Weapons Training CTC
  • Beam Weapons Training CTC
  • Item Training CTC
  • Wingsuit Training CTC

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What are Commander Perks

As part of the game’s release on Steam Early Access (read more), which contains a wealth of benefits from the Tactical Advancement Kits, those who purchase the game during the limited time Early Access period will also get a choice of four Commander Perks (see below) based on the Early Access tier (Commander, Ambassador, Emissary) purchased.

Some items (Jetpack MK1B, TAB MX1B, Portable Supply Pack, Special Ops ribbon) in the bundles are also not available for sale in the game and thus are unique to Early Access participants.

Airborne Ops (pilot class)

  • JETPACK MK1B. Not available for purchase. A variation of the JETPACK-MK1 with a unique texture scheme
  • Wingsuit Training CTC
  • Jetpack Training CTC

Tactical Assault Ops (heavy class)

  • TAB MX1B. Not available for purchase. A variation of the TABMX1 with a unique texture scheme
  • Ground Vehicle Training CTC
  • HAV Class License CTC

Tactical Support Ops (support class)

  • Portable Supply Pack. Not available for purchase. Using Tactical Info Pad allows the player to create a supply drop once a day and at a chosen location. This drop contains various supplies and disappears after a period of time.
  • Item Training CTC
  • Item Proficiency CTC

Special Ops (sniper class)

  • WINGSUIT-SC / WINGCHUTE-SC. A variation of the standard wingsuit / wingsuit combo with a unique texture and smoke flares which emit when wingsuit is deployed.
  • PL12 sniper rifle
  • MAG_SR3 x2 sniper rifle ammo mag
  • NV Scope SR 2 sniper rifle attachment
  • Sniper Weapons Proficiency CTC

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What are CEP and CTC?

Combat Experience Points (CEP)

These are awarded for performing various in-game actions such as killing the enemy, healing a fellow team mate, destroying or hacking enemy installations etc. They are also used to gain rank within each class.

Accumulated CEPs and various ranks also unlock various CTC which you can then acquire.

You can lose CEP for various actions ranging from killing other friendly players to destroying friendly units. If your CEP drops below the required amount for a rank, then you drop in rank. And if you drop in rank below some CTC which you already have, they will be deactivated – only to be reactivated when your CEP and rank build back up. For example if you have  CTC that allows you to fly a certain  class of gunship, if you lose CEP and rank to below the required levels, the CTC will deactivate and you will no longer be able to fly that gunship class.

Current (updated regularly) list of CEP awards

Combat Training Certificates (CTC)

These are neural implants which once acquired are injected into the side of your neck. Once activated, they give you various abilities ranging from hacking into installations to flying gunships.

Some CTC implants also give you a boost in physical abilities e.g. the ability to run faster, jump farther and faster, sustain more injury than normal etc.

You can acquire CTC but not activate them until needed.

You can only have a certain number of CTC implants active at any one time.

Current (updated regularly) list of CTC awards

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What are Fireteams & Squads

FIRETEAM

A fireteam is a group of up to 16 players from the same side and working as a team. They are the equivalent of player guilds. They can also contain AI controlled Androids.

Fireteams can be created and disbanded by anyone and at any time.

The person creating the fireteam becomes the leader and with the ability to setup map waypoints with specific orders for each member or the entire fireteam.

Groups that want to create larger fireteams can do so by creating several 16 player fireteams and giving them different named designations. e.g. Fireteam Alpha, Fireteam Bravo, Fireteam Charlie etc.

You need a specific leadership CTC in order to create and/or join a fireteams.

SQUAD

A squad is a team of up to 4 players from the same side and working as a team. They can only contain human players.

Squads can be created and disbanded by anyone and at any time. The person creating the squad becomes the leader.

Squad leaders cannot set waypoints or give orders to the team.

There are no CTC requirements in order to create and/or join a squad.

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What are the key base installations?

Each base has a series of special installations which it requires for continued operation. These installations operate only within the confines of that base. So for example, if the Area Defense Shield at one base goes down, it has no effect on the same unit at another base.

AREA DEFENSE JAMMER (ADJ)

Protects the central area of the base from launched missiles which are jammed and self-destruct when fired.

Asset Requisition Center (ARC)

Produces assets (vehicles, aircraft etc) for use by players.

Regenerates certain base assets (e.g. defense systems) at certain intervals after being destroyed.

AREA DEFENSE SHIELD (ADS)

Protects the central area of the base from launched missiles which are destroyed by the shield when fired.

BARRACKS

Regenerates player health, fatigue and armor at a certain rate as long as you are inside the building. The longer you are inside the building, the higher these values will be regenerated.

COMMAND & CONTROL

This unit is responsible for the status certain base units (ADJ, ADS, ARC, COMMS, EWR, LAUNCHPAD, DEFENSE SYSTEMS). There is a Tacops console from which these units can be activated/deactivated.

COMMS CENTER

Provides access to global communications. If this unit is offline, then communication is restricted to only players within the current base. e.g. if the comms unit in Heatwave is down, you can’t communicate with anyone outside of Heatwave.

It also provides the map overlay used in assets and inventory items (e.g. Tactical Info Pad). Without this, those maps will only display static.

EARLY WARNING RADAR (EWR)

This is a base wide early warning system which sounds an alarm when hostile units are first detected within a certain proximity of the following units.

HANGER

Can automatically repair and rearm vehicles which are inside or nearby. The longer you are inside or near the building, the higher these values will be regenerated.

Provides free Energy Cells to players with a Portable Repair Unit.

LAUNCH PAD

Can automatically repair and rearm fighters, gunships and shuttles. The longer you are inside or near the building, the higher these values will be regenerated.

NUCLEAR PLANT

Provides power to all units at the base. If it goes offline – and the solar reactor is offline – then each of the key base installations will start to shutdown. This unit also produces Energy Cells which are required by various units in the game. These spawn at random locations all over the base and can be collected by players.

SOLAR PLANT

Provides backup power to all the units at the base. This unit also produces Energy Cells which are required by various units in the game. These spawn at random locations all over the base and can be collected by players. NOTE: The solar plant only produces Energy Cells during the day.

STARBASE

Regenerates player health, fatigue and armor at a certain rate as long as you are inside the building. The longer you are inside the building, the higher these values will be regenerated.

Provides free Energy Cells to players with a Portable Repair Unit or Portable Medical Unit.

Controls the functionality of the DJP and Jumpgates which can be activated/deactivated at a terminal.

SUPPLY DEPOT

Regenerates player body armor.

Provides free Energy Cells to players with a Portable Repair Unit or Portable Medical Unit.

Provides free ammo for any weapon owned by a player.

ASSET DATABASE

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How are installations captured?

Each base has a set of installations. These range from the shield systems to early warning radar. When all these installations are either disabled (through hacking or destruction) or destroyed, the base is essentially taken over and then belongs to the other side.

Even when all bases belong to the other side, the game does not end. The opposing side can continue the fight either from behind enemy lines or from remote FARP sites.

Stations can also be captured by hacking into certain terminals.

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Are there multi-user player assets?

Yes.

Various vehicles, aircrafts and gunships can support more than one player. Some have positions for the pilot/driver, gunner(s) and/or passengers.

Also there are some massive gunships and vehicles capable of transporting up to 16 players at a time.

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What sort of player assets are there?

There are numerous player assets, most of which can be customized thus amounting to various combinations.

For example there are various types of body armor, weapons (machine guns, combat and sniper rifles, pistols, automated turrets, rocket launchers etc), aircraft (various fighter classes, gunships and shuttles), naval units (small transports), vehicles (ranging from fast an nimble hover bikes to massive tanks), defense and offense units (e.g. SAMS, turrets, cannons), special units (shields, radar, jammers etc), various inventory items (e.g. motion detectors, portable turrets, scopes etc), various mech-type battle suits etc.

Also, most weapons have a variety of customizations such as scopes, ammo etc

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Can a player own an asset?

Yes.

If you can afford it – or can steal it – you can acquire and own your own vehicle or aircraft. Only you can have access to it as the driver or pilot, though you can give another player access permission to use it.

Your personal asset(s) can be stolen (by someone with the requisite CTC) if you don’t acquire and install an anti-theft device for it.

It can also be destroyed unless you give it adequate protection.

It can be repaired by you (if you have the requisite engineering CTC) or another player.

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Does the game have crafting?

No.

With the required CEP and CTC, you can however build outposts (a.k.a. player housing) on specially designated parts of the terrain using prefabricated (a.k.a. prefab) buildings, units etc. So for example once you find a plot of land and lease it (you need to purchase the required CTC), you can then build a small (e.g. four person) outpost which serves as player housing. You can then purchase various units such as shields, radar, turrets etc to protect and defend it.

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Does the game have resource gathering?

You can collect Energy Cells produced by the Nuclear and Solar plants. These ECs are used by various assets (vehicles, aircraft etc) and certain inventor items.

All assets (weapons, ammo, vehicles etc) are available at the various stations within the planetary bases or space stations. At game start, each player is given a standard rifle, pistol and some ammo.

During the course of the game you can acquire other assets from the battlefield or from various inventory stations. In actuality, you don’t buy any items. It’s all there, being manufactured by the base and station facilities.

In order to acquire, for example an infra-Red scope for your rifle, you simply need to have the CTC required to use the item. So if you must have that scope, you either have to achieve the required CTC in the battlefield or purchase the CTC neural implant at an inventory station.

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Does the game have pets?

Wait! Wot?!?! Pets? Absolutely not!

However you can obtain AI controlled androids who then act as your fireteam mates and/or sidekicks. You can give them basic orders, but their primary role is to follow you into combat and defend you at all times.

You can also use them to create your own fireteam if you don’t want to join a fireteam of human players.

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Does the game have player housing?

Players have the ability to build their own bases and outposts within the game using building prefabs. These are called Forward Operating Bases (FOBs).

You first locate specially marked plots of terrain, then lease it. Then you can purchase your building prefabs which are then immediately available at that location for use as player housing or an F.A.R.P.

You will also have to buy defense systems (e.g. shields, surface-to-air turrets etc) to protect it, though they each come with built in protection.

You can also pay for insurance. With your own outpost created in this manner, you or your fireteam can use it as a base and you can also store your personal game assets (weapons, ammo, vehicles etc) here as well.

Your player housing is protected (by the game) if you are not logged in and playing. This way, nobody gets to destroy it when you are gone.

Your player housing is leased and a CTC maintenance must be paid each week to keep it active otherwise it will be de-activated and removed from the game world, leaving the plot of land open for others to lease.

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