<strong>[Game -> Interview]</strong> - More info on <a href="http://wikipocalypse.duckandcover.cx/in ... itle=Scott Brown">Person: Scott Brown</a> | More info on <a href="http://wikipocalypse.duckandcover.cx/in ... l">Company: NetDevil</a> | More info on <a href="http://wikipocalypse.duckandcover.cx/in ... title=Auto Assault">Game: Auto Assault</a>
You can read a new Q&A with <a href="http://www.autoassault.com/">Auto Asault</a> Project Lead, <strong>Scott
'Scorch' Brown</strong>, <a href="http://www.f13.net/index2.php?subaction ... t=12">over at F13.net</a>. Here's some of what 'Scorch' had to
say:<em>
</em>
<blockquote><em><strong>Is
combat twitchy like a first person shooter with the ability to dodge
bullets/cannons/whatever a matter of player skill? Or is it a different
flavor of the same queue based combat system we've seen in nearly every
other MMORPG? If it's the latter - what makes combat in Auto Assault
different, from say, Everquest, World of Warcraft, or...well...anything
else?</strong>
This is something that we are trying hard to help
people understand about the game and this is where Auto Assault really
shines. We have set out to combine the intensity of action games with
the long term enjoyment of RPG/statistical character development. In
Auto Assault, we use what we call "TacArc" to represent your targeting
range. As both the enemy and you are moving, you are constantly trying
to maneuver to keep the enemy in the arcs. The AI is also actively
trying to avoid your weapons. Even though firing is instant when you
press the trigger, it is a dice roll based on your attributes, skills,
and weapons versus their skills and armor to decide if you hit and for
how much damage.</em></blockquote>I am underwhelmed. Maybe I should try and be more open-minded... I just
lose interest after reading a couple of sentences about this game.
Spotted @ <a href="http://www.shacknews.com">Shacknews</a>