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End of Nations Dev Journals: MMORTS 101: The Class System

By Guest Writer on August 11, 2010

Welcome back, class. We at Petroglyph are glad to return to MMORPG, to tell you more about our MMORTS, End of Nations™. Last time, we defined what a massively multiplayer online real-time strategy game is, so this week we’d like to delve a bit deeper and discuss End of Nations’ class system, and the different roles players can take as they team up to challenge the Order of Nations.

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Keeping it classy

Every player chooses a Commander Class that represents and enhances a particular play style with abilities and attributes that compliment armor, assault, or artillery warfare.

In some ways, Commander Classes are like character classes in an RPG. As you gain experience, your commander will gain new abilities and bonuses to bolster their war effort against the dominant Order of Nations. But commander classes also function like factions in an RTS. The Armor commander class, for example, specializes in strong, slow units, while the Artillery commander focuses on long-distance barrages.


More than in any traditional RTS game, where factions can certainly join up for team-based PVP, the classes in End of Nations create a much stronger force by working together. MMOs have mastered this sort of team dynamic, which End of Nations has applied to commander class design to create a satisfying cooperative experience unheard of previous RTS games.

Commander classes each have distinct tactics and advantages that determine how they play solo, and how they bolster their allies. Classes in an RTS can’t and shouldn’t be exactly like those in an RPG, but it’s fair to compare Armor commanders to warriors or other “defender” classes. Likewise, Assault commanders are like rangers or rogues, “strikers” who deliver constant pain to the enemy. Artillery commanders are a sort of “control” class, like a wizard or enchanter who confuses and devastates foes from a distance.

Military advances

Classes progress by gaining experience levels. With every level, commanders automatically gain signature abilities, as well as points to invest in a tech tree. These tech trees function much like talent trees, and allow players to customize their commanders to suit their preferred play style. Players unsatisfied with their tech tree choices can easily respec and try a new build.


Strength through unity

We’re very proud of how well our three commander classes synergize, each performing a unique role in cooperative play. In many encounters, the Armor commander will charge in first, choosing the moment of attack and getting the enemy’s attention while the Assault commander zips in to eliminate the enemy’s most vital forces and pick off stragglers and runners. The Artillery commander will jump in last, reducing the foe’s effectiveness with stunning effects and smoke before dishing out tremendous damage.

Of course, this is just one way the classes can work together. Each class brings its own unique advantages to every alliance and battle plan. Designing End of Nations, it was a huge priority to make every class interesting to play solo and in the most massive team battles.


We hope you’ll join us next time when we’ll be talking a bit more about loot and consumables in End of Nations.

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