FAQ

faq

What is Line Of Defense?

Line Of Defense is a sci-fi MMOG (Massively Multiplayer Online Game) in which thousands of players battle in a large persistent universe.

The game features major battles between Galactic Command (GALCOM) military forces and the Insurgents paramilitary forces.

Players wage war as infantry with the ability to use air, land, sea 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.

The game 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 (UI), Silverlining (atmospheric), Triton (water masses) and many other underlying tools and modules.

You can read more about the game’s development in the dev blogs.

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On what platforms is the game available?

The game is currently available only for the PC. In 2015, it was approved for Xbox One and PS4 console. We will post more info on the release dates once we know more.

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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. Also, in some cases, mobile GPU and CPU components in laptops are generally not as powerful as their desktop components.

The following are for the minimum resolution of 1280×720 (720p) at around 30fps. If you intend on running the game at higher resolutions, be sure that your system supports it.

Minimum Requirements

  • 64-Bit Windows 7 w/ all Service Packs
  • 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
  • 15GB hard disk drive space

Recommended Requirements

  • 64-Bit Windows 8.1 or later w/ all Service Packs
  • 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 Hardware Components

  • XBox 360 Controller for Windows
  • Xbox One Controller for Windows
  • DirectX compatible joystick

Required Runtime Components

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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. This period started in Sept 2014.

During the Early Access period, you can only access the game by buying one of the Tactical Advancement Kit tiers.

From time to time, we also give away free Starter Kit keys via social media as well as through our Closed Beta Test sign-up page.

For a limited time (Sept 2014 – Mar 2015), we are offering three special Early Access tiers (Ambassador, Commander, Emissary) which contain a Tactical Advancement Kit, commander perk, free games and physical goods.

Once the limited time period expires, access to the game while in Early Access will be either through 1) free Starter Kit keys or 2) by purchasing one of the game’s Tactical Advancement Kit tiers.

Why Early Access?

The game has been in development by a small team since it went into development back in 2010. 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?

We’re looking to run the Early Access program for the few months leading up to the release of the final version in mid to late 2015.

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.

Once the game is completed, we will decide whether or not it is suited for full F2P. If so, then everyone can join for free and be given a free Starter Kit.

You also have the option to buy a Tactical Advancement Kit tier at any time.

Regardless of whether or not it ends up being F2P, the game will NOT have a monthly subscription.

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 unlocking 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 play testing. :)

DURING THE EARLY ACCESS PERIOD, BUYING 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.

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

  • For a limited time (Sept 2014 – Mar 2015), we are offering three special Early Access tiers (Ambassador, Commander, Emissary) which contain a Tactical Advancement Kit, commander perk, free games and physical goods.


    Once the limited time period expires, access to the game while in Early Access can be achieved in one of two ways: 1) a free Starter Kit key which we give away periodically via our Closed Beta Test site or 2) by purchasing either of the game’s Tactical Advancement Kit tiers.

  • 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.

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 final release.

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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 24-7 regardless of whether or not you are logged in.

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How many players are supported?

The game world is currently locked to support 256 players per region. When a continent is full, access to it is prohibited.

There are currently a total of thirteen (4 planetary bases, 4 space regions, 4 stations, 1 carrier) regions.

So a full server cluster will have a total of 3328 clients online at any given time. Once that number is reached, additional clients will be unable to connect, and must join another server manually, or wait to be auto-joined to a free server.

Though the engine is capable of supporting a larger number (e.g. could be 2048 if we wanted) of clients, we picked 256 clients per scene based on the server config, as well as the need to keep performance in check. We do intend to increase these numbers once the game has been optimized and is approaching final release.

The novelty of 2000+ people fighting a battle, is just that, a novelty. It tends to wear off once the initial adrenaline rush is over and people are complaining about performance issues.

Also, as we are planning to have player built bases (aka player housing), keeping the client numbers in check, also benefits the performance.

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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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Is there a monthly fee to play?

Our plan for the final version of the game released after the Early Access period, is for it to be free to play (F2P). This means no purchase necessary and no monthly subscription free.

The free to play client comes with a free Starter Kit.

At any time thereafter, you can purchase any of the four optional Tactical Advancement Kit tiers which are bundles of items at a lower price.

Even if you don’t buy a TAK tier, you can purchase individual items from within the game’s cash shop via the various supply terminals. You also have the ability to obtain certain items through gameplay, without purchasing anything.

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What are Starter Kits?

The F2P aspect of the game comes with a FREE faction based Starter Kit allowing access to the game without purchase.

You have the option to later buy a Tactical Advancement Kit (TAK) if you so choose.

You can also buy individual items as-needed, from the in-game shop available via Supply Platforms.

During gameplay, you can also seek out free items (e.g. jetpack, wingsuit/wingchute), ammo etc spawned at random from the various packs (Portable Supply Pack, Portable Weapon Pack, Portable Medical Pack) scattered around the environment (marked by light beacons).

During the Early Access period, there are no CTC restrictions on item usage. So for example, if you have a Starter Kit (it does not come with a jetpack), you can seek out a jetpack, wingsuit/wingchute, weapons etc in the various packs above and be able to use them.

Each faction based Starter kit comes with the following items*.

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

With a Starter Kit, you are only allowed to deploy from deck 1 of the GCV-Starguard carrier. Terran Military deploy in the Commander’s Quarters & Officers Quarters. Terran Insurgent deploy in the Guest Quarters.

* 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 F2P aspect of the game comes with a FREE faction based Starter Kit allowing access to the game without purchase.

A TAK is just a collection of various items bundled at a discount.

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.

You can also buy individual items as-needed, from the in-game shop available via Supply Platforms.

During gameplay, you can also seek out free items (e.g. jetpack, wingsuit/wingchute), ammo etc spawned at random from the various packs (Portable Supply Pack, Portable Weapon Pack, Portable Medical Pack) scattered around the environment (marked by light beacons).

During the Early Access period, there are no CTC restrictions on item usage. So for example, if you have a Starter Kit (it does not come with a jetpack), you can seek out a jetpack, wingsuit/wingchute, weapons etc in the various packs above and be able to use them.

Having a TAK also allows you to join the game from any available location (planet, station, carrier) in the deployment screen.

Each TAK tier comes with the following items:

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
  • CTC: Ground Vehicle Training
  • CTC: Ground Vehicle Proficiency
  • CTC: Ground Vehicle Expertise
  • CTC: MICE Class License
  • CTC: Light Fighter Class License
  • CTC: Medium Fighter Class License
  • CTC: Heavy Fighter Class License
  • CTC: Super Fighter Class License
  • CTC: Class A Gunship License

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
  • CTC: Ground Vehicle Expertise
  • CTC: Heavy Fighter Class License

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: Jetpack Training
  • CTC: Ground Vehicle Proficiency
  • CTC: Medium Fighter Class License

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
  • CTC: Ground Vehicle Training
  • CTC: Light Fighter Class License

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

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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 does the gameplay flow?

The game is pure PvP (with some PvE in the form of world events) takes place in an open world persistent universe, and supports various game play types.

Players start off as an infantry marine for either the Terran Military (Galactic Command) or Terran Insurgents, with a choice of character class, weapons etc. See the quick start and gameplay basics guides for more info.

During the course of the game, players engage in various activities including infantry, air, land, sea, space combat. Some gameplay options also feature “world events” which pit players against various NPC characters in a battle for survival.

Players move freely in the game world on planets (air, land, sea), in space, inside stations and a carrier, as well as inside various other buildings.

A typical scenario:

  • start as infantry combatant deployed to a planetary base (e.g. Heatwave)
  • fight some guys (or NPC androids in a world event)
  • grab a fighter or shuttle, do some aerial combat, jump to another planetary base (e.g. Frostbite)
  • exit craft, do some infantry combat, grab a fighter and go to space
  • do some space combat, dock at a station or carrier, exit the craft in infantry mode
  • do some infantry combat inside the station or carrier
  • use an HAIS-MK2 device to drop launch to the planet below via an airlock. your space craft is still docked at the station or carrier
  • back on the planet, do what the hell you want; but don’t forget that your fighter is still docked at the station/carrier above the planet. grab a vehicle, do some mayhem etc
  • use a DJP to go from one planetary scene to the other, then jetpack to the top of a building and snipe fools from atop
  • jetpack off the building and onto an airborne aircraft, wait for it to gain altitude, then wingsuit behind enemy lines
  • use a DJP to go from the planet, back to the station/carrier, go to the airlock, board your fighter, join the battle

That’s just a very small amount of the various gameplay options.

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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.

WORLD EVENTS

Though the game is primarily PvP, with no PvE elements or features such as quests or similar, we do have support for world events.

These are designed to give players the opportunity to hone skills, gain CEP and CTC, earn medals, ribbons etc.

These events add the twist in which not only do both sides have to contend with each other, but they also have to contend with forces that are hostile to both sides.

Each event is server-wide, and in some cases, takes place in all thirteen (4 planet regions, 4 space regions, 4 stations, 1 carrier) regions in the game. When a local skirmish (timed) in a region concludes, the action moves to the next. For example, an event could start in Heatwave, then move to Frostbite on conclusion of the Heatwave skirmish.

During these skirmishes, some destroyed entities drop loot in the form of weapons, ammo, medkits etc.

At the end of each skirmish, players gain additional rewards, in addition to what is already gained from being involved (e.g. killing other hostile players) in the skirmish.

Similarly, at the end of each event session, players and their alliance, gain even higher rewards for making it through the combat tour of duty.

All these events are opt-in. So you don’t have to participate if you don’t want to; though just being on the server at the time, makes you a participant. But you can always avoid the skirmish by, you know, hiding out, or just going to another region where the event is not currently happening.

The FAQ has more information about the various types of world events.

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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 is the game world divided?


LOD World Map
Click for larger version

The game takes place across two Terran Quadrant star systems, Sirius and Barnard’s Star, located in a small section of the larger persistent universe that our previous Battlecruiser and Universal Combat games took place in.

These regions in Line Of Defense are also smaller in this game due to performance and gameplay considerations. To get an idea of the massive scope and scale of the universe feature in the IP, download the Universal Combat CE 2.0 game that is currently free on Steam.

Our ultimate goal with the game’s design is to expand it to other areas via DLC, until the game features the complete universe, albeit with the same small space and planetary sizes.

This dev blog gives a detailed idea of the LOD game world and how it is connected.

This first release of the game features the following regions, of which only the Lyrius planet – where the conflict takes place – is terraformed. The other planets and moons will be terraformed in future DLC updates, thus expanding the gameplay areas progressively.

4 space regions
4 planets
7 moons
4 stations
1 Engstrom class carrier (GCV-Starguard with three decks)

The game docs contains internal layout schematics for all the stations, and the carrier.

Due to the significant size of the game world, as well as the design, the need for control over server population, performance considerations etc, there is no seamless space <-> planet transition. Instead, going from planet to space, and vice versa, is done via jump gates. When players jump from one region to the other via a jump gate, the target scene is then loaded.

SPACE REGIONS

There are four space regions each containing a planet, moon or both, primary station and theme. Each of these space regions is approximately 5,000 sq. km.

Each planet and moon is built to support multiple regions. In the initial game release, only the Lyrius planet can be entered. The other planets and moons cannot be entered as they have not been terraformed.

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 MK2 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 REGIONS

There are a number of regions on the Lyrius planet, each containing a primary starbase and unique theme. Each of these space regions is approximately 256 sq. km.

The game world supports dynamic Time Of Day (TOD) where each full day to night transition on Lyrius planet spans 3hrs of real-time.

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. Each of these starbases is approximately 6 sq. km.

In infantry 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

WORLD NAVIGATION

  • As an infantry player on the planet, you can use a Dynamic Jump Pad to go from any Lyrius base to another or to one of the four stations or the GCV-Starguard carrier – and vice versa.
  • As infantry, while inside large installations such as stations and the carrier, you can use turbo shafts (T-Shaft) to quickly go from area to the other. They’re like teleporting elevators.
  • As a player with a vehicle, you can use a shuttle or heavy gunship to deploy your vehicle to another Lyrius base using a jumpgate.
  • As a player with a fighter or shuttle on the planet, you can use a jumpgate to go from any Lyrius base to another base or to one of the four space regions – and vice versa.
  • As a player with a fighter or shuttle in space, you can dock with any of the four stations or the GCV-Starguard carrier, exit in infantry (first/third person) mode and move around inside. This will allow you to either DJP or HAIS drop to any of the Lyrius bases. You will also be able to return to your docked craft from inside the station or carrier.
  • As a player with a gunship on the planet, you can use a jumpgate to go from any Lyrius base to another base.
  • As an infantry player with a High Altitude Insertion Suit MK2 (HAIS-MK2), you can use the airlock in any of the four stations or the GCV-Starguard to do an orbital drop to any Lyrius base.

There is no method of flying from the planet to space and vice versa without a scene loading transition. So you can’t, for example, keep flying straight up and then enter space. Or while in space, fly straight into a planet and enter it via seamless transition.

This is not due to technical limitations, but rather due to the design of the game, and the sacrifices that needed to be made in order to retain the scope envisioned.

If we allowed all the scenes to be cohesively connected, there would be insurmountable challenges to making the game perform as expected. These include performance, scene loading, there would be no way to properly handle and implement client population control (critical to the performance and handling of the game world) given its size and scope. The list goes on.

The game docs has more details on how to get around in the game world. The In Pursuit Of Awesomeness dev blog entry also gives an insight to the engines used to make all this happen.

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How do I get to other regions?

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.

On a planet, if you are flying around in an aircraft, you can also use a jumpgate to move from one planetary base to another, or to space.

In space, if you are flying around in an aircraft, you can use a jumpgate to go to another space or planetary region.

You can also use a High Altitude Insertion Suit MK1 to jump from one planet location to another. The MK2 version also allows you to launch from a station or carrier docking bay to the planet surface below.

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

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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 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 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 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 fatigue and directly affects your health. If you perform strenuous actions (walk, run, swim, sprint, drive etc) 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.

Sprinting has a rapid effect on your FF. Between 0% and 90% fatigue, you can sprint for 20 seconds (scaled by total carrying weight) before reaching 90% Fatigue Factor.

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.

NOTE: The game supports location based damage. This means that head shots are 100% lethal, injury to body (arms, legs, torso) will impair movement actions etc

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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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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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    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.

    During world events, NPC infantry and androids also drop loot when killed.

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

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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 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 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.

    Also, only the leader of a fireteam will be able to build bases once that feature is implemented in a future update.

    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 1000 GALCRED to create a fireteam, and at least 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 500 GALCRED to create a squad and at least 150 CEP to join a squad.

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    What are World Events?

    As described, the game is primarily PvP, with no PvE elements or features such as quests or similar.

    However, a world event will sometimes be running on the server. These are designed to give players the opportunity to hone skills, gain CEP and CTC, earn medals, ribbons etc.

    For more info on these events, please check the game docs.

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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 the Automated Transport System work?

    The ATS is a group 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. See shots and videos.

    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.

    See the game docs for more info.

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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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    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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    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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    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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    Does the game have player housing?

    No.

    However, the ability to construct bases is planned for a future post-release update of the game. It will not be in the initial release.

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

    Due to the game’s persistent nature, these structures will persist whether or not the team owner is logged into the server.

    For example: If you build a base that can defend itself whether or not the squad is online or not, you need to buy an Area Defense Shield which deploys an impenetrable shield around the entire base. You probably also want an Early Warning Radar system which will alert any squad members (online or offline) if hostile forces are detected within range. For defense, there are various laser turrets (e.g. a TSX1) and missile systems (e.g. an AX25) which are AI controlled and can automatically engage hostiles when detected. You can also deploy android (e.g. AC-490) guards to deal with hostile infantry forces.

    Almost every key building or defense unit in the game’s asset dB, can be bought and deployed in this manner.

    The game world has 4 planets (1 populated with 4 bases) and 7 moons (0 populated). Though we plan to populate the other planets and moons with bases via DLC, only the moons will feature player constructed bases. And those moons will be linked to other moons and planets, similar to how the Lyrius planet (with its four bases) is linked to various parts of the game world via jump gates and Dynamic Jump Pads.

    Our ultimate goal is to use these player built bases in a resource based reward fashion. For example, if the base contains a Nuclear Plant, it can produce an Energy Cell pool for the fireteam/squad. Similarly, a Supply Depot can produce spawned PSP, PWP and PMP for the team. And an ARC can produce vehicles, aircraft and similar.

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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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    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. We plan to support this in a future release. Of course you are free to use third-party voice chat apps as well; but they won’t be officially supported.

    Steam Controller

    No. The PC version has minimal support for Xbox 360 and Xbox One controllers.

    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 Cards

    No. In the future, we will consider the possibilities of implementing these based on current game assets and comics

    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 use Valve Anti-Cheat (VAC).

    SteamBox

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

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