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Flying Lab Software | http://www.burningsea.com
RPG | Genre:Historical | Status:Final  (rel 01/22/08)  | Pub:Sony Online Entertainment
PVP:Yes | Distribution:Download,Retail | Retail Price:$19.95 | Pay Type:SubscriptionBUY IT
Desktop Client | System Req: PC | ESRB:T

Pirates of the Burning Sea: Not Just Another Spawn Camp

John Scott Tynes, the Producer of Pirates of the Burning Sea, talks about the idea of spawns in this MMO from FlyingLab.

Dev Journals By Guest Writer on October 03, 2006

The Producer of Pirates of the Burning Sea talks about his game

To some extent, if you've played one MMORPG you've played them all. You wander the countryside, or the office building, or the space sector, and you find small groups of enemies who are standing around waiting for you to attack them. Maybe they charge you as you run by or maybe they react to you depending on your faction standing. They have different classes or attacks or powers that make the combats somewhat different. But there's not a whole lot going on.

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This is one of the things about MMORPGs that I find deadening. Your combat gameplay is entirely a function of your class and level vs. the class and level of your opponent. The only tactics is in how you use your skills, alone or in concert with your groupmates.

Single-player and limited multiplayer games don't have this problem. They routinely offer tactical movement, environmental challenges and advantages, and much more varied experiences. Even in the highly repetitive field of first-person shooters, the combat gameplay of Halo feels very different from that of Half-Life 2, or Prey, or Serious Sam.

One of our goals with PotBS is to make MMORPG combat better. A lot better. To that end, I'm going to pull back the curtain a bit and talk about our combat scenarios.

Pick any MMORPG and the only combat scenario is "Kill, loot, repeat." Because our game highlights realtime tactical ship combat, we've developed a lot of different combat scenarios. There are many dozens of them, and when you multiply them across all the different coastal terrains we set them in -- each of which brings their own tactical flavor to the fight -- we have hundreds of them. Today I'm just going to talk about five.

One of our scenario categories is Battle. Battle is meant to be a straight-up fight, about as close to a spawn camp as you can get. But even within that category, there's a lot we're doing. Here are five Battle scenarios you'll come across in Pirates of the Burning Sea:

Battle: Skirmish
A straight-up fight in which the enemy fights in smaller, faster ships.

Battle: Battle
Like Skirmish, but triple the size. Your NPC allies and the attacking enemy both include larger warships that will focus on each other. Your role is to defend the larger ships by picking off the smaller ones, while staying out of the big ships' line of fire.

Battle: Guerilla Warfare
Your and your allies come under immediate attack by enemy ships. As the battle progresses, additional groups of enemy ships arrive from different directions. You have to defeat them all, and avoid having your group pulled apart by pursuing multiple sources of danger simultaneously.

Battle: Surprise Attack
A foggy, nighttime scenario in which the battle begins with the enemy already very, very close. They have snuck in and now open fire just as the scenario starts. The enemy attempts to board your NPC allies -- they're something of a cutting-out squadron. If you can defend your allies from boarding actions, your side has the firepower to stop the enemy. But if the enemy does board and capture your allies, the fight is going to turn against you.

Battle: Anarchy
A small fleet battle has turned into veritable anarchy and all semblance of order has been lost. There are two clusters of enemy ships somewhere out there who have gotten separated from their commanders. Each of the two enemy commanders is trying to find his squadron. If a commander and a squadron reunite, the squadron becomes much more deadly. Your goal is to neutralize the two squadrons by either destroying half of a squadron's ships or by finding and defeating its commander. It might sound easier to just defeat the two commanders -- kill the head and the body will die, after all -- but the command ships are extremely powerful and dangerous. Meanwhile, the chaos of a large battle makes it difficult just to locate your targets.

So -- does that sound like any other MMORPG you've played? And these five are just barely scratching the surface. Other categories such as Escort, Raid, Sabotage, Coastal Defense, Breakout, Blockade, and Rally contain many, many more scenarios. Each can also be scaled and modified to present challenges appropriate to solo players, groups of players, and so on.

We really believe that our combat is unlike anything out there and we're really excited to bring this vision of what MMORPGs can be like to all of you -- and we'll do it in June of 2007.

John Scott Tynes
Producer, Pirates of the Burning Sea
Flying Lab Software

More Pirates of the Burning Sea Features:

Pirates of the Burning Sea - Looking at the Early Game General Article added on Friday March 05
Pirates of the Burning Sea - Power and Prestige Expansion Interview added on Monday October 05

More Dev Journals:

Jumpgate Evolution - Event Sectors Dev Journal added on Wednesday September 01
Mythos - Developer Diary #2: : Bloodbristle Heath Dev Journal added on Friday August 20
End of Nations - MMORTS 101: The Class System Dev Journal added on Wednesday August 11

More Features:

DC Universe Online - Chris Cao Interview Interview added on Friday September 03
Player Perspectives - Holding out for One Million Heroes Column added on Friday September 03
 
 
LynxJSA writes:
Combat questions:

- If I lead the NPCs to an area and escape them, will they then stay in that area, disappear once the encounter ends, or return to their spawn point?

- Do the NPC ships spawn out of sight/range?



I like what I've read so far about combat. It seems to put a good amount of weight on player strategy and skill.

The diversity in encoutner types is good. I like the idea of sailing around looking for trouble... and finding it. :)


New Post Quote
10/04/06 8:44:57 AM
 
alienpriest writes:
This is the kind of article I love to see. Development companies executing new and creative solutions for their games that sound fun. I hope that implementation is as exciting as the concept.
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10/04/06 10:34:38 AM
 
Lemar writes:
For me it sounds like load your cannons and shot at every thing that is moving...mhm that sounds like a revolutionary new combat style. I can't get the point to what is new...maybe have a look at it after start to explore the new thing.
New Post Quote
10/04/06 11:17:45 AM
 
daeandor writes:

Originally posted by Lemar
For me it sounds like load your cannons and shot at every thing that is moving...mhm that sounds like a revolutionary new combat style. I can't get the point to what is new...maybe have a look at it after start to explore the new thing.
I dont think that the actual fact that you need to fight for "experience" is new, more the mechanics of the battles that take place to gain that experience.  Any time a game requires combat for advancement, they are all destined to a certain line of NPC's being aggressive toward PC's.  The point they are making here is that rather than being hack, slash, magic missile, heal, repeat until mob is dead, there will be multiple scenarios in which NPC's will engage you which require a different kind of tactic.  So they made every fight more like a raid boss in other games, is that such a bad thing?
New Post Quote
10/04/06 5:58:40 PM
 
Shogoo writes:

Point and shoot? Well sounds alot easier than it is in Naval battles!, well real ones anyway. Remember your a moveing target, and there moveing, and if no auto lock-on. Then add in waves and distance ,ya could just shoot air or water. Depending on how realistic they make it, to realistic and could take a month just to get a good position to fire! ::::14::

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10/04/06 6:58:24 PM
 
NastyNitro writes:

Either way its going to blow other MMOs of this genere that are also in production that have existing IP out of the water! Just hope they make release date this year because that would make an awsome xmas present to myself! anyways im glad they pushed it back to develop the land combat, it shows that they are not going to put out a partal completed game, and with this newest article, it shows that we will be getting our monies worth and a quality game instead of the repetitive garbage that keeps on getting recycled. anyways keep up the good work!

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10/04/06 10:20:16 PM
 
GoT1977 writes:

Have i got the right understanding here that POTBS isn't about leveling but more about buiding ones fleet/treasure up like Sid Miers pirates. Then when u reach a certain point it makes sense to divide the plunder, increasing your reputation as long as everyone gets a big cut, you get your own captains cut and then you technically hire a crew and start again?

Or is this a leveling game like most MMO's? Do you need certain levels to be able to sail certain ships? Or do u just need the crew and need them to be in good moods etc?

Either way this game is shaping up to be a great replacement game for those serious ones you just cant afford to play anymore if you're not a hard-core gamer?  Will i finally have something to play again? I hope so... i have my beta app in so hopefully i get picked for that too :)

hopefully we get some answers in this thread anyway...

catchyers..

GoT

ps: to answer the question about release date being this year? NO.. its set for June 07... so it'll make a nice end of tax year present for you :)

New Post Quote
10/05/06 3:57:27 AM
 
brutotal writes:

Originally posted by Lemar
For me it sounds like load your cannons and shot at every thing that is moving...mhm that sounds like a revolutionary new combat style. I can't get the point to what is new...maybe have a look at it after start to explore the new thing.
Agree completely, they listed well known types of spawning the enemy on you not new fighting types.

Oh yeah and they have escort quests I'm impressed.
New Post Quote
10/06/06 9:49:05 PM
 
mindspat writes:

Pick any MMORPG and the only combat scenario is "Kill, loot, repeat." Because our game highlights realtime tactical ship combat,

Please see: EVE Online

There, I picked "any" MMORPG and proved them wrong.  There's a calid concern of a statement like this being said without a clear understanding the avialble market in online game's combat tactics.  EVE is beyond anything ever released.  I hope Pirates of the Burning Sea does well.

I admire the work Flying Labs is doing and look forward to the launch of their game.  I will be one of those getting it near launch.  ;)

New Post Quote
10/19/06 2:59:35 PM
 
Brenelael writes:

Originally posted by brutotal

Originally posted by Lemar
For me it sounds like load your cannons and shot at every thing that is moving...mhm that sounds like a revolutionary new combat style. I can't get the point to what is new...maybe have a look at it after start to explore the new thing.
Agree completely, they listed well known types of spawning the enemy on you not new fighting types.

Oh yeah and they have escort quests I'm impressed.

OMGLOL Did you guys even read past the first paragraph? Have you done any research on this game? I think your just so wrapped up in your current MMO's that you are gonna shoot down anything new without even giving it half a chance. I for one am waiting for this one with great anticipation as it will redefine what a MMO is. I am SO sick of the current trend in this genre of just puking out cloned grind fests. I will definately be playing this one.
New Post Quote
10/24/06 6:01:44 PM
 
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