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 four 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.

We’ve been developing high-end games for over two decades.

Line Of Defense was developed using our own custom game engine powered by Havok Vision Engine (graphics). It also features other middleware engines including Havok Physics, Havok AI, SpeedTree (trees & foliage), RakNet (networking), Iggy Game UI, Sundog Silverling (atmospheric and skies), Sundog Triton (water masses) and many other underlying tools and modules such as LUA, MySQL, FModEX etc.

You can read more about the game engine and the world it’s powering in this In Pursuit Of Awesomeness blog post.

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On what platforms is the game available?

The game is currently available only for the PC. In early 2015, it was approved by Microsoft for an Xbox One console release.

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What are the system requirements?

Please note that these specs are subject to change at any time. You can check if your system can run the game by going to CanYouRunIt and performing the tests there.

You can also review the various videocard bencharks and info. Basically if your card came out before 2012, it’s probably not powerful enough for the game.

The following are for the minimum resolution of 1280×720 (720p) at around 30fps.

Minimum Requirements

  • Windows 7
  • 15GB Hard Drive Space
  • Intel Core i5-760 @ 2.8 GHz / AMD Phenom II X4 955 @ 3.2 GHz
  • 8GB RAM
  • nVidia GeForce GTX 460 / AMD Radeon HD 6850 or better
  • DirectX compatible sound card
  • Broadband internet connection

Recommended Requirements

  • Windows 8 or later
  • Intel Core i7-3770 @ 3.4 GHz / AMD Phenom II X6 @ 3.0GHz
  • 8GB RAM or higher
  • nVidia GeForce GTX 760 / AMD Radeon HD 7950 or better

Optional: Microsoft XBox 360, Xbox One Controller or DirectX compatible joystick

Updated: 03/2015

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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.

More info: How is the game world divided FAQ entry.

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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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Is there a monthly fee to play?

No.

The final version of the game released after the Early Access period, is free to play (F2P) and with no monthly subscriptions.

During the Early Access period, you can only purchase the game through Steam.

Buying any of the three Early Access tiers (which also contain a Tactical Advancement Kit), gives you immediate access to the game as well as Early Access exclusive Commander Perks.

At various points during Early Access period or when the final game is released, you will be able to download the free game client which comes with a faction based Starter Kit, allowing you to play the game.

When the Early Access period ends, the limited time Early Access tiers will no longer be available for purchase, leaving only the free Starter Kit and the optional Tactical Advancement Kits.

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.

The current exchange rate (subject to change) is 100 GALCRED = $1 USD.

Available purchase tiers:

GALCRED USD

500 $5.00
1000 $10.00
1500 $15.00
2000 $20.00
2500 $25.00
5000 $50.00

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

No.

Once you download the free game, you will be given a Starter Kit which contains some items. You can play the game for as long as you like without having to buy anything.

As you play, you will earn Combat Experience Points which you can use to purchase certain items.

If you later decide to buy anything, you can buy a Tactical Advancement Kit which has some discounted items in a bundle.

Using in-game currency, you can also buy individual items from within the game’s cash shop interface via Supply Platforms located through the game world.

Available Items For Sale

Below are the class of items which you can purchase in the game. See the online game dB for a full list.

  • Combat Training Certificates
  • Vanity items (e.g. colored body armor)
  • Standard inventory items (e.g. jetpack), implants
  • Weapons, weapon attachments, explosives, ammo
  • Aircraft
  • Vehicles
  • Androids
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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.

    However, there are several ways that you can play the game. Not all of those ways are combat focused. That’s why it was designed to be open-ended and freeform; with no scripted missions, grind related aspects or things like that.

    PVP COMBAT MAYHEM

    The battle wages between Terran Military GALCOM forces and Terran Military Insurgents. 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 (or shuttle), 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 fighter, get into space and engage in space combat alongside your friends as you take on other enemy fighters and stations.

    HOSTILE INCARCERATION

    The GCV-Starguard has a detention hold where prisoners (usually pesky intruders) are housed until transferred to a station’s holding facility. Hitting someone with a Hostile Incarceration Dart (HID) thrown or fired from a TKR9 weapon, instantly teleports them to the detention hold aboard the GCV-Starguard. Once there, you can only come out if i) someone (with the Advanced Programming Spec II CTC) hacks into the terminal outside the door and drops the force-field or ii) a five minute timer elapses.

    So you could be that guy who routinely takes combatants out of the battle field and renders them temporarily incarcerated.

    BASE CAPTURE

    Each base has a set of key installations. When all these installations are either disabled (through hacking or destruction) or destroyed, the base is essentially taken over and then belongs to the side doing the capturing.

    RESOURCE COLLECTION

    You can also collect Energy Cells (dropped from the nuclear and solar reactors) and items spawned in Portable Weapon Pack or Portable Medical Packs and use them to repair things (aircraft, vehicles, buildings, items etc), assist other players etc. You can also sell and/or exchange items with other players.

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    How does the gameplay flow?

    See the Quick Start section of the game docs.

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    What is Early Access?

    We are using Steam’s Early Access program in order to make the game available to the general public for ongoing testing and tweaking leading up to the final release.

    After the Early Access period ends, the game will revert to its standard F2P business model.

    There will be three (Commander, Ambassador, Emissary) Early Access tiers available for purchase during this phase.

    During the Early Access period, gamers who buy one of these tiers, will have access to all aspects of the game as they are released; including items, weapons etc.

    Those who get the game using the free Starter Kit or who purchase a Tactical Advancement Kit, will have access to only the items contained within those kits.

    For example, though the wingsuit/wingchute combo is only included in the TAK Level IV tier, during Early Access, it is available to all those who purchase any Early Access tier until the final game release; at which time it will be removed from the accounts of those who have other tiers that do not contain it.

    Similarly, if you only purchased a TAK Level III tier, you won’t have access to the wingsuit/wingchute items; and you won’t be able to access them until the final game is released, which is when you will be able to buy it in the game’s cash shop.

    Why Early Access?

    The game has been in development by a small team since it was conceived almost four years ago. It is fully self-funded by our small studio. As such, we don’t have the benefit of the team size required to playtest a game of this scope; an MMO no less.

    Further, we simply do not have the resources required to host servers for everybody and thus make it a PBT (Public Beta Test).

    So, we decided to use a combination of Steam’s backend services as well as our own custom ones, to host and deploy the game to a select group of people who are interested in helping us make the game the best that it can be.

    You – in the targeted select group – are probably interested in this sort of game, especially now that you have the chance to shape the final stages of such a massive game, rather than just running around and shooting things.

    How long will this game be in Early Access?

    It’s ready when it’s ready. Right now it ain’t ready.

    Like you, we love Valve, so what other way to honor their awesomeness than to officially support Valve Time?

    OK just kidding. Anyway, we’re looking to run the Early Access program for three to four months before releasing the final version. Of course, this being game development, delays can and most likely will happen. However, we’ll keep you informed every step of the way. Besides, with regular updates, you probably won’t even care when the final version is released since you will be part of the on-going development process and thus have access to our builds. Remember, the game is not just going into development; it has been in development for over four years now and we’re just racing through that last mile.

    How is the full version planned to differ from the Early Access version?

    Aside from bug fixes and playtesting tweaks and improvements, the core gameplay, world, assets (items, weapons etc) etc will remain relatively unchanged since the game is in early Beta now and is content complete, feature locked etc.

    So in all respects, the full version will just be a polished version of the EA version and with all features, levels, weapons, inventory items etc enabled and fully functional.

    What is the current state of the Early Access version?

    An early Beta of the full game which will be “stagger” released in order to facilitate focused testing.

    A staggered release is one in which not the entire world, features, items etc are enabled. Instead, depending on what we need tested, those aspects will be enabled in subsequent builds.

    For example, the first Early Access Build (internal: EAB01) unlocks one planetary scene (Heatwave) and all three decks of the GCV-Starguard carrier. Since this is a world testing build, no weapons, vehicles, aircrafts, inventory items etc are player usable. You will be able to explore both of these massive areas and carry out various actions. So we would be looking for feedback such as player movement speed, found a hole in the game world, I went swimming – and drowned, I moved from Starguard deck 1 to deck 2 and the game froze etc

    Then with EAB02 and subsequent builds, we will fix bugs, make tweaks and suggestions based on feedback from EAB01, enable new scenes, features, enable weapon classes, items etc.

    Rinse. Repeat.

    By the end of the Early Access period, we hope to have covered all aspects of the game, the world, fixed bugs (fatal and otherwise), tweaked weapons and items, tweaked flight and vehicular dynamics etc.

    Doing it this way allows us to “focus test” each aspect of such a massive game, rather than unloading everything at once and then not getting quality feedback because everyone is running around with weapons of mass destruction and waiting for someone else to do the playtesting. :)

    Will the game be priced differently during and after Early Access?

    Yes.

    • The Early Access has three exclusive Early Access Tiers, Commander, Ambassador, Emissary (handy comparison chart) which will not be featured or available in the final full version. Once the final full version of the game is released, these tiers will no longer be available for purchase.

    • The free Early Access Commander Perk reward bundles are also exclusive to the Early Access version and will [b]not[/b] be available for purchase when the full version is released. Only Tactical Advancement Kits (TAK) as well as individual items will be available for purchase in the final version.

    • For testing purposes, some (e.g. weapons, inventory items, vehicles, aircraft etc) items available during the Early Access will be made available for free and available via Combat Experience Points (CEP) accumulation, free server loot drops etc.


      When the in-game cash shop is enabled, anything that you purchase there will be yours to keep.

    • Aside from all the items which you will receive when you purchase an Early Access tier or which you will be able to buy once the in-game shop is enabled, everything else accumulated during this phase for testing purposes will be removed and reset in the full version of the game. Similarly, all consumables (ammo, grenades, energy cells) used up will not be replenished and their counts will remain unaffected.


      Examples of what happens to your stuff after Early Access period is over and the final version is released:

      If you got a machine gun as part of your Early Access tier purchase, you get to keep it.

      If you bought a sniper rifle and ammo in the cash shop, you get to keep them (aside from whatever ammo you used up).

      If you gained or purchased Combat Experience Points and Combat Training Certificates, you get to keep them.

      If you have in-game currency (GALCREDS) in your account, you get to keep them.

      If you got a free item (e.g. jetpack, vehicle, aircraft etc) for testing purposes – and which you didn’t purchase or got via an Early Access tier, it will be removed.

    Once the full version is released, the game will be made available as free to play – no purchase necessary and no monthly fee.

    You will have the option to buy TAKs at any time after you have downloaded the free game client.

    How are you planning on involving the Community in your development process?

    Throughout his game development history, over twenty-five years now this August, Derek Smart has always valued the feedback from gamers who play his games; whether they like them or not. This is what shaped the future of all the games released by 3000AD since 1996. So rest assured, this game will be no different. In fact, we will be setting up a roadmap website where everyone can pitch in and vote on issues which can help make the game even better for everyone.

    This new game is no different in terms of community involvement and feedback. However, this is our first foray into the world of massive scale MMO game development.

    While our previous niche games have been massive, they were not designed to support so many players nor MMO gameplay. As a result of this, now more than ever, we need community involvement to help us test, tweak and fine tune this game so that we can make it the best that it can be for all those who play and will play it in the years to come.

    This is a very complex multiplayer game that features a very large and detailed game world. As such, it is going to take a LOT of people a LOT of time to help us get it where it needs to be.

    In addition to the game’s Steam discussion forums, our own discussion forums as well as a dedicated issue tracking website, we hope that you will participate in constructive feedback with us as we work hard on the game’s completion.

    Will there been an open public beta test?

    No. The only way that you can get access to the game is by either buying it through Early Access or waiting for the official release in 2015.

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    What are Starter Kits?

    The F2P aspect of the game comes with a faction based Starter Kit allowing access to the game. You have the option to purchase a Tactical Advancement Kit (TAK) if you so choose.

    Terran/Military
    Soldier Enlistment Kit (SEK)

    • SP911 pistol
    • M117 rifle
    • MAG_P3 x3
    • MAG_AR1 x3
    • MEDKIT25 x1
    • CTC: Basic Weapons Proficiency
    • CTC: Light Weapons Training

    Terran/Insurgent
    Battle Survival Gear (BSG)

    • M310 pistol
    • XN32 rifle
    • MAG_P1 x2
    • MAG_AR2 x2
    • MAG_AR4 x2
    • MEDKIT25 x1
    • CTC: Basic Weapons Training
    • CTC: Light Weapons Proficiency

    * Please check the online dB for a description & stats of each item

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    What are Tactical Advancement Kits?

    DURING THE EARLY ACCESS PERIOD, BUYING A TIER WHICH INCLUDES A TAK DOES NOT IMMEDIATELY GUARANTEE ACCESS TO THE ITEMS NOT ALREADY IMPLEMENTED OR UNLOCKED IN THE GAME. FOR EXAMPLE, IF YOU BUY TAK LIV AND THE GLE22 GRENADE LAUNCHER HAS NOT YET BEEN UNLOCKED, YOU WON’T BE ABLE TO USE IT UNTIL IT IS UNLOCKED LATER ON DURING DEVELOPMENT.

    The free game comes with a faction based Starter Kit. You also have the option to purchase a TAK which combines several items into one convenient discount package that works out cheaper than buying them individually.

    You can buy any TAK level you want. e.g. If you have TAK LIV, you could still buy TAK L1 if you wanted the M117 assault rifle (you can also buy it separately) if it’s either cheaper in the TAK or if there aren’t any for sale in the game store.

    Tactical Advancement Kit Level IV ($59.99)

    • SP911 pistol
    • TL22 assault rifle
    • GLE22 grenade launcher
    • Energy Lance CL2
    • Wristlaser CL1
    • AMMO: MAG_P3 x4, MAG_AR2 x4, MAG_AR4 x4
    • ENERGYCELL40 x2
    • WLAPG grenade x2
    • Flash grenade x2
    • Plasma grenade x2
    • Zoom Scope 1 attachment
    • Night Optics 2 attachment
    • Wingsuit/Wingchute
    • Armor CL4
    • Jetpack MK2
    • Portable Shield Unit
    • MEDKIT25 x2
    • MEDKIT40 x2
    • CTC: Basic Weapons Proficiency
    • CTC: Light Weapons Training
    • CTC: Advanced Weapons Training
    • CTC: Beam Weapons Training
    • CTC: Item Training
    • CTC: Wingsuit Training
    • CTC: Jetpack Training

    Tactical Advancement Kit Level III ($39.99)

    • SCAT2 pistol
    • MK330 machine gun
    • Energy Lance CL1
    • AMMO: MAG_P2 x4, MAG_P4 x3, MAG_MG1 x4
    • ENERGYCELL40 x1
    • APG grenade x2
    • Flash grenade x2
    • Smoke grenade x2
    • Laser Marker 1 attachment
    • Armor CL3
    • Jetpack MK2
    • Portable Teleport Unit
    • MEDKIT40 x1
    • CTC: Basic Weapons Proficiency
    • CTC: Heavy Weapons Training
    • CTC: Beam Weapons Training
    • CTC: Jetpack Training

    Tactical Advancement Kit Level II ($29.99)

    • HK900 shotgun
    • DTR4A sniper rifle
    • Combat Knife Type 01
    • AMMO: MAG_SS2 x3, MAG_SR2 x3
    • ENERGYCELL25 x1
    • Proximity grenade x2
    • Armor CL2
    • Jetpack MK1
    • MEDKIT25 x2
    • CTC: Medium Weapons Training
    • CTC: Sniper Weapons Training
    • CTC: Ground Vehicle Training
    • CTC: Jetpack Training

    Tactical Advancement Kit Level I ($19.99)

    • SCAT1 pistol
    • M117 assault rifle
    • AMMO: MAG_P1 x3, MAG_P4 x2, MAG_AR1 x3
    • ENERGYCELL15 x1
    • Armor CL1
    • Jetpack MK1
    • MEDKIT25 x1
    • CTC: Basic Weapons Training
    • CTC: Light Weapons Training
    • CTC: Jetpack Training

    * Please check the online dB for a description & stats of each item

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    What is the control scheme like?

    The game is targeted for quick “jump in, jump out” engagements. So we made 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 optional 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.

    Also, you can play the game in both first and third person mode, regardless of whether you are playing as infantry, driving a vehicle or flying an aircraft.

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    How is the game world divided?


    LOD World Map
    Click for larger version

    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 MK1 to jump from one location on a planet to another. The MK2 version also allows you to launch from a station or carrier in space and to the planet surface.

    More info: How is the game world divided FAQ entry.

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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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    How are character stats tracked?

    The game allows a fixed number of characters per server.

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

    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.

    During gameplay, your character’s important attributes are monitored & tracked. Location based damage is also featured. This means that specific body parts such as head, legs, arms, torso when damaged, will impair their use. For example, if you get shot in the leg, you won’t be able to walk or run fast. Head shots are always lethal, regardless of shield, armor or the condition of any other body part.

    LIFE FACTOR

    This monitors your health. If you take injury such as during combat or the environment (e.g. you fall from a tall building, you drown), your LF will go down. If it ever gets to zero, you will die.

    If your LF goes down to 50, this will affect your movement speed and ability; and if it goes down to 25 or less, your vision will be impaired.

    If you are injured, you can find a safe place and remain there while your LF gradually increases as you self-heal.

    Using a MedKit will cure your injury and increase your LF.

    FATIGUE FACTOR

    This monitors your stamina and directly affects your health. If you perform strenuous actions (walking, running, swimming, jetpacking, driving, and flying) consistently, your FF will increase and eventually will start affecting your LF which will start to go down.

    Since all items in the game have weight, the more stuff you are carrying, the more this will affect your FF as well as your movement speeds.

    In order to reduce your FF, you should stop all movement and rest for a bit and it will gradually go down.

    Using a MedKit will reduce your FF.

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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, swim, sprint etc.

    The speeds are character and stance related. e.g. a Elite Force Pilot can run faster than a Mobile Infantry Marine due to various factors which include physique, armor etc. These are further affected by the amount of items being carried because weight is also modeled.

    Each stance has a different speed associated with it. e.g. the base speed when walking forward is 3.3 m/s, while running is 9 m/s. Similarly, crouch walk is 2.4 m/s, prone walk is 1.5 m/s, swimming is 4.5 m/s while jumping is based on the previous velocity plus 8.8 m/s upward velocity.

    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.

    More info: What are CEP and CTC

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    Will I be able to customize my character?

    No.

    You can only customize your class.

    You will be able to buy one of four (Red, Yellow, Green, Blue) different color schemes for your player’s armor and which you can switch to any time in real-time.

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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. If you have a backpack or weapons pack, you can carry additional items depending on their capacity.

    Similarly, your character can only attach certain items to key points. e.g. if you have a backpack or weapons pack attached to your back, you can’t have a jetpack or wingsuit, since those attach to the back as well.

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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.

    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 and CEP awards

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    What are Commander Perks

    As part of the game’s release on Steam Early Access, 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. 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 / wingchute 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 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.

    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.

    The following CTC are required to create a Fireteam.

    • Advanced Programming Spec III
    • Advanced Tactical Specialist
    • Tactical Insertion Protocol

    There is no CTC requirement to join a Fireteam. You need 500 CEP to join a fireteam.

    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.

    The person creating the squad becomes the leader.

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

    The following CTC are required to create a squad.

    • Advanced Programming Spec I
    • Tactical Insertion Protocol

    There is no CTC requirement to join a squad. You need 150 CEP to join a squad.

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    How does the Automated Transport System work?

    The ATS is a series of shuttles (SC490, K19XZ) that fly around the scenes and make frequent stops at special ATS launch pads. They are free to use and are primarily for use by players who do not have the skills or certs to use vehicles and/or aircraft in the game since not everyone is going to be able to do that.

    You can hop on or off at any time; even when the shuttle is in flight. This allows you to make jetpack or wingsuit jumps wherever possible.

    A shuttle stops for 60 seconds at a space dock (station and carrier) and 30 seconds at a planetary launchpad before taking off for the next waypoint in the pattern.

    You can track the shuttles using the in-game map. On a planet, you can also tell which launchpad it is stopping at next because they have a special ATS-LAUNCHPAD identifier on the map which makes them different from the standard launchpads.

    All the views (refer to keyboard map) are enabled, allowing you to look around the environment. You can also switch between first and third person views.

    To enter the shuttle, get close to it and press the F action key. Then select an available seat position from the menu.

    Since there is no player control of an ATS shuttle, it doesn’t matter which seat you pick because even if you pick the pilot/driver seat, you still won’t have flight control of the shuttle.

    Once inside the shuttle, the ATS waypoint number & the shuttle departure time are displayed in the HUD. e.g. ATS-01 / DEP 01:32:04

    You can exit a seat at anytime by again pressing the F key. If the shuttle is airborne when you do this, you will be in a fall state during which you can activate your jetpack or wingsuit if you have one. If you don’t, well, wait and see what happens when you hit the ground.

    Using the ATS inside stations and ships is different. You have to go to the docking bay (look on the in-game map), stand in front of the ATS beacon (looks like a T-Shaft platform) and then press F. You will then be transported to an auto-assigned seat in the shuttle waiting in space above the station or ship.

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    How does Hostile Incarceration work?

    The GCV-Starguard carrier has a detention hold where prisoners (usually pesky intruders) are housed until transferred to a station’s holding facility.

    Hitting someone with a Hostile Incarceration Dart (HID) thrown or fired from a TKR9 weapon, instantly teleports them to the detention hold aboard the GCV-Starguard.

    Once there, the victim can only come out if i) someone (with the Advanced Programming Spec II CTC) hacks into the terminal outside the door and drops the force-field or ii) a five minute timer elapses.

    To lower the forcefield, interact with one of the terminals near it. Then press and hold F until the operation completes.

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    How does base capture work?

    Each base has a set of key 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.

    In order to capture a base or station location, a player with a Remote Access Pad, must hack into terminals located there.

    PLANETARY BASE CAPTURE

    To hack into a TacOps terminal, stand next to it, equip the RAP and use the “Hack Into Terminal” option displayed. This then displays a Yellow hexagonal icon around your character.

    A countdown timer, display in your interface, then begins for a period of 60 seconds. For the starbase itself, it takes 90 seconds.

    For each enemy infantry that is within 25m of the terminal being hacked, the timer counts down 30% faster. Similarly for each friendly unit within this range, the timer counts up 30% faster.

    If the capture timer elapses, the unit is captured and the alliance changes to that of the victor (Military or Insurgent).

    The timer is incremental. For example if a player is within the capture range for 10 secs (it goes down to 50 secs) and then leaves, the timer stays at 50 secs until either someone from the same team makes it go down further by standing next to it or someone from the opposing team stands next to it and makes it go up again to max of 60 secs.

    Once the ten key installations and the starbase building have been captured, the base (e.g. Heatwave) is considered captured.

    The icons (key installations & starbase) on the mini-map will go from Green to Red depending on whether or not the facility is captured.

    Upon the successful capture of a starbase, each member of the winning team is given bonus Combat Experience Points. The players capturing the installations as well as the starbase installation itself, get more CEPs than other players in the team.

    After a base is captured, the dormant security androids in standby mode, will activate and hunt down every client from the opposing team.

    SPACE STATION CAPTURE

    This works the same way as planetary base capture, except that the terminals located inside the station need to be hacked into.

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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

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

    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.

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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 kind 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

    See the online database for a list of all assets in the game.

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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 resource gathering?

    You can collect Energy Cells produced by the Nuclear and Solar plants and which are scattered throughout the game world. These ECs are used by various assets (vehicles, aircraft etc) and certain inventory items. They can be used or traded in the cash shop or to other players.

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    Are there loot drops?

    There are various types of “packs” spawned around the game world and which can be looted for items.

    However, unlike owned (bought) items, the items obtained from these packs are not permanent. So if you die or jump to another region, you will lose them. For example, if you own (obtained via a tier or in-game cash shop) a machine gun, then while in Heatwave you obtain a sniper rifle from a Portable Weapon Pack, then jump to Frostbite, you will still have the machine gun, but lose the sniper rifle.

    Using these spawned packs gives you a chance to obtain and check out items without having to purchase them. So if you obtain a sniper rifle, then like it, you can later decide to buy your own which you can then take anywhere in the game.

    See PORTABLE WEAPON PACK, PORTABLE SUPPLY PACK, PORTABLE MEDICAL PACK

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    Does the game have player housing?

    No.

    Player housing is planned for a future post-release update of the game. It will not be in the initial release.

    Once implemented, using CEP, players will have the ability to build their own bases and outposts within the game using building prefabs. These are called Forward Operating Bases (FOBs) and can range from simple to elaborate structures with defense systems and similar structures.

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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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    Where are my leaderboard stats?

    Only players who have bought a Tactical Advancement Kit (TAK) have their stats tracked in the leaderboards.

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    Where are the game docs?

    The game commands (F4) and manual (F5) are accessible from within the game. They are also available in the game’s launcher interface menu, and also for viewing online or printing.

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    What Steam Services Are Supported?

    Steam Account Sign-In

    Yes. In fact, this is the only supported account sign-in that we offer. Regardless of where you buy the game, you need a Steam account to login.

    Steam In-Game DLC

    Yes. The game was designed with DLC in mind and we will be offering these in the form of new content (weapons, items, space and planetary bases, vehicles, aircraft etc) as the game evolves.

    Steam Voice Chat

    Yes. The game will support this in the final release. Of course you are free to use third-party voice chat apps as well, but they won’t be officially supported.

    Steam Leaderboards

    No. We have our own leaderboards.

    Steam Workshop

    No. The game cannot be modded and so there are currently no plans to add this.

    Steam Wallet & Inventory

    No. We use a third-party processor, Xsolla, for our in-game micro-transaction due to it offering worldwide payment options of all kinds.

    Steam Micro-Transactions

    No. See Above.

    Steam Trading & Trading Cards

    No. We use our own built-in trading interface through Xsolla.

    Steam Big Picture Mode

    No. While the game does have minimal support for Xbox360 and Xbox One controllers, it is enough for it to qualify as supporting Big Picture mode as per Valve’s guidelines.

    Steam VR

    No. We currently have no plans to support VR of any kind.

    Steam Servers & Multiplayer Match Making

    No. We have our own server clusters. Also, the design of the game, does not require matchmaking support.

    Steam Anti-Piracy

    No. We do not use the Custom Executable Generation (CEG) because the game does not need it.

    Steam Anti-Cheat

    No. We do not Valve Anti-Cheat (VAC).

    SteamBox & Steam Controller

    No. The game is only supported on Windows platform; and soon Xbox One. No Linux support is planned. Ever.

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