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Old 16th October 2011, 03:06 AM   #1 (permalink)
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Default The Repopulation

This looks like an interesting MMO, probably due out some time next year:

The Repopulation
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Old 16th October 2011, 09:42 AM   #2 (permalink)
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An overview for those who can't be bothered looking for it at their web site:
Quote:
Game Overview

The Repopulation is a Science Fiction Massive Multiplayer Online Role Player Game by Above and Beyond Technologies. You begin your adventure as a second generation clone colonist on the planet of Rhyldan, with mankind on the verge of extinction, and in the midst of a civil war.

We've taken a fresh look at every feature of the Massive Multiplayer genre, with an eye on revolution, rather than evolution. The end result is a unique feature set aimed towards old school fans and new players alike.
Feature Overview

  • Hybrid approach which blends Sandbox and Theme Park mechanics.
  • Unique three Faction PvP (Player vs. Player) system which allows players to join one of the two major Nations (OWON or FPR), or form their own independent Rogue Nation. Rogue Nations are similar to Guilds in other games, except they also act as their own independent faction in PvP.
  • City building system allows Nations to form their own cities complete with Walls, Turrets, Harveters, Workshops, Houses, and other forms of structures geared towards benefiting the owning character, or the City as a whole. Cities can even be besieged by opposing Nations.
  • Skills based gameplay featuring over 100 skills, and 15 tiers of advancement within each skill. This includes Combat, Social, Rogue, Crafting, Medical and General skills trees.
  • Engagement system which provides randomly occuring events throughout the world. These events can evolve, spread and mutate based on how players respond to them. Visting the same location three times could provide you with three very different environments if players have allowed alien species or catastrophies alter an area. Engagements are both common and random, and all players who participate will be eligible for automatic rewards.
  • Advanced generated mission (quest) system ensures that players always have something to keep them occupied. Unlike generated quest systems of the past, our generated quests can be epic in scale.
  • Easily toggle between one of our two combat modes. Tired of 1,2,3,4 key mashing combat? Try our Action Mode combat which allows you to aim and shoot your way to victory. Or stick to RPG Mode combat, with a traditional MMORPG feel.
  • Numerous new twists on combat traditional MMO combat. Openings system allows players to take advantage of create openings for their allies and encourages teamwork. Momentum system allows you to take advantage of gained Momentum to use powerful abilities. Hide behind cover, croutch or lie prone. Gain experience against a particular species to gain edges over them in combat.
  • Players are not forced into combat. There are many non-combat related activities and ways to advance them independently of it. This includes an advanced crafting system which allows the creation of many advanced items.
  • Vehicle system featuring upgrades, vehicle to vehicle combat, and siege vehicles, in addition to the usual fast transport.
  • Customize your equipment with a fitting system that tailors items to your style.
  • Expect more from your pets. Tame animals and have them grow in power over time. Construct or purchase robots to perform a variety of tasks. Hire NPCs or take advantage of Genetically Engineered beings. Even control multiple pets at a single time.
  • Be rewarded for your travel through the exploration system.
  • Tired of farming the same Group or Raid bosses using the same old strategies? The Repopulation features a generated ability system for our boss mobs. This system allows bosses to a select number of abilities appropriate to their difficulty tier and species. This forces groups or raids to adjust their tactics on the fly.
  • Have an affect on the world. NPCs will spread word of your deeds to other players, or curse your name if you have treated them wrongly. Respond quickly to threats in an area and you can prevent them from becoming larger scale problems. Fail to do so and an area could fall under enemy hands.
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Old 18th October 2011, 02:57 AM   #3 (permalink)
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wow, that looks really good on paper, will have to keep that in focus.. thanks
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Old 18th October 2011, 03:36 AM   #4 (permalink)
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I'll try to post news here when it happens.
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Old 19th October 2011, 08:39 PM   #5 (permalink)
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Very interesting. I've been waiting for the sandbox game that doesn't have an almost exclusive focus on PvP. Sci-fi is acceptable if it makes it work!!
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Old 22nd October 2011, 01:16 AM   #6 (permalink)
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Interview with one of the devs is up at The Sandbox:

The Sandbox: Episode 8.5, Repopulation Interview.
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Old 31st October 2011, 09:38 PM   #7 (permalink)
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New info posted:


Fittings and Sockets What is a Fitting?

Fittings play a critical part in our item and crafting system. At the most basic level Fittings are similar to gems or runes in other games that are placed in a “socketed” items. What makes our system different from most other games is all of our equipable equipment is a basic shell for the Fittings. Instead of creating 50 different handguns that have the primary goal to produce different stats we have a basic shell that is used for a handgun and the fittings are placed in that handgun. You are easily able to change the socket types on the handgun and place the available sockets you have in the handgun.
You can have a max of 2 ‘A’ style fittings on any given item and the rest of the socket styles have a limit of 1. There is a maximum of 4 sockets on most standard armor and weapons in the game. This setup allows for a variety of fittings to be added to your weapon and you get to choose how you want to structure the weapon. You can make it balanced making it equally versatile against all 3 of our armor types (light,medium, and heavy) or you can make it unbalanced and stronger against 1 of the armor types and weaker against the other 2. These type of fittings occupy the ‘A’ style fittings and you can place 2 of them on a weapon. The other 2 are reserved for the other style of fittings that can affect the handgun such as accuracy, range, durability, critical chance/multiplier, health, attack rate, procs, damage, penetration, model visuals, etc. Each of these fittings are a certain letter type and you can only use one of those letter types at a time on the handgun.
Fittings and Crafting

Most fittings are created through the crafting process and they are the final result of multiple recipes that affect the final result of the fitting. Our crafting system allows for a single recipe to be used to create multiple end results. There is no need for multiple recipes or fittings as the ingredients used to create the fitting (along with the player’s skill and recipe mastery) alter the grade and quality of the end result fitting. Using superior ingredients will produce a superior fitting. Each fitting will have a Tier value (used to restrict it to a certain skill mastery) and then a grade and sub-quality value. All 3 values modify the end result strength of the fitting and applied together create 500 variations of the values based on the progression from Tier 0 to Tier 9. The crafting system also supports permutations of the end result based on the quality so it is possible for a recipe to produce a different fitting based on the grade and tier of the end result.
Item Degradation

Also of importance is the ability for most fittings to be removed and the capabilities for fittings to be consumed. Most fittings in the game will be able to be removed from socket and can exchanged or traded with another player through the auction system. We also are going to support consumable fittings (item degradation). You will have the option of using up a fitting slot to slow this process down as well as some fittings will support a quicker rate of item degradation in return for slightly elevated stats. We wish to build a world that supports crafters and skilled repairers while still allowing for a player not to have to repair every time they turn around so we will have a system in place that is fair to both situations.
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Old 1st November 2011, 12:52 PM   #8 (permalink)
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Interesting using the Hero engine too which I think is the same engine as Prime and SWTOR.

Correct me if I'm wrong.
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Old 14th March 2012, 11:12 PM   #9 (permalink)
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Pre-Alpha video #2 is out: Pre-Alpha Video #2 is Released
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Old 21st March 2012, 07:53 AM   #10 (permalink)
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Now this looks interesting. I will put it on my watch list
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