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A multi part interview with Face of Mankind producer and lead programmer Marko Dieckmann can be found at RPGVault. Today it's part 1 of which this is a bitJonric: What is the role of combat, including player vs player, in Face of Mankind? What controls will there be to address potential problems that can be associated with PvP?
Marko Dieckmann: Combat and PvP are implemented into the storyline. Player vs. player fights are always allowed, but only missions can increase your experience and current rank stage. You will not gain any advantages from running around and killing innocent people. Everything - and I really mean "everything" - will be part of the story that all players will contribute to. Law Enforcers of the L.E.D. will have the task to protect the streets from senseless violence.
If you kill someone outside a mission, these kills will be seen in your status summary, so everyone can then see your reputation. This could be an advantage to maybe joining a clan, but a disadvantage if you want to join one of the governmental institutions because they will have set alignments.
So, the combat and PvP cannot be totally separated from role-playing in Face of Mankind. In other games it is possible to increase your experience and skill levels by simply practicing them. This is not the case though in Face of Mankind because experience points are only ever collected on the completion of missions. Finally, your combat results will depend on your real abilities and tactical knowledge. |
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