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Tactica Online

Tactica Online 

General Discussion  » Questions For Tactica Online Q&A Series

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29 posts found
  Silicor

Novice Member

Joined: 4/01/04
Posts: 18

5/12/05 7:51:16 AM#21

More questions from Tactica Masters:

(submitted by Silicor)
Can you give us an overview of how quests and missions will move the story forward. Also if there will be choices each player makes that will impact their future game experience. For example: choosing to support the church in Mission A against science will give you a higher church faction rating and more church missions, but hurt your science rating.

(submitted by Silicor)
Will there be money in game and if so, how will it be earned?
Every mmorpg out there has some form of currency, but I have seen no mention of money in Tactical Online. It seems like there should be money if players can buy items.

(submitted by Majidah)
This might be digging too deep into the game too early, but will there be some forms of psychology in the game, e.g. fear and bravery, fuge and berserk. The discussion of morale and leadership benefits in the "king" thread put me in mind of this.
These psych effects could also be the basis of the sort of "crowd control" abilities common to other pvp games.

(submitted by Silicor)
Are units visible to your opponent before they are spotted, or can players see everything that is on the board?


Silicor

  Naar

Novice Member

Joined: 9/18/04
Posts: 165

5/14/05 12:13:29 AM#22

I'm wondering how the faction battles will influence the Story as a whole...There would have to be some kind of balencing factor to prevent one side from dominating while still giving winners a sence of making progress.

 I'm also concerned that there will be no AI battles...I am slight worried that having battles require another real player might limit your ability to play when you want esp since this is a slightly new game concept....perhaps you could have some kind of practice mode or area to try out new tactics and combos against AI oppenents.

  Froztwolf

Novice Member

Joined: 12/12/03
Posts: 56

5/14/05 6:09:51 AM#23

Im concerned with some of the inherent technological issues.
How much will lag affect the gameplay?
What happens if a player disconnects during a combat encounter?
How scalable will the graphics be? (With graphic-lag in mind)

  Naar

Novice Member

Joined: 9/18/04
Posts: 165

6/02/05 12:37:31 AM#24

Are the Offical Forums coming up sometime in June? I was told May, but I'm hoping that you guys are still somewhat on your timetable and are planning on getting them up this month....

  Boulderdash

Novice Member

Joined: 10/22/03
Posts: 35

6/24/05 3:46:40 AM#25

On the overview page:

"Building and refining the capabilities of your team is an important element of Tactica Online, similar to designing a deck in a collectible card game. "

 

I hope this will not mean that the expansions are distributed like collectible card games. Where you have to buy more packs to be competitive on a high level.

  Naar

Novice Member

Joined: 9/18/04
Posts: 165

6/25/05 2:27:23 AM#26
A quick thanks to Luke for answering my question about balance...It would be shame to see Post-Gold Nerfs

  Silicor

Novice Member

Joined: 4/01/04
Posts: 18

6/29/05 4:46:19 PM#27

Many online games use the pursuit of better loot and character development as ways to keep players interested in playing for the long-term.  Since these don't apply to Tactica Online in the traditional sense, what are some of the hooks built into the design to make players addicted to the game and keep coming back for more?

 

 

Silicor

  Majidah

Novice Member

Joined: 5/08/05
Posts: 3

6/30/05 10:01:15 AM#28

What degree of transparency are you planning for the game? Will players be able to reliably tell at a glance how effective a skill will be? Or will it be a guessing game?

  Shroom_Mage

Advanced Member

Joined: 9/21/05
Posts: 856

It's all or nothin'!

9/21/05 4:45:04 PM#29

It has been mentioned that through guilds, players can "share" experience, equipment, and characters. Some seem to think this means trading in the traditional MMORPG sense (which, within a guild, is commonly just giving rather than trading), while others believe that sharing may be something temporary. Could you elaborate on what is exactly meant by "sharing"?

"Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss

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