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Jumpgate Evolution : NetDevil Breaks Silence, Provides Update

Posted Mar 10, 2010 by Michael Bitton

It's been quite awhile since Jumpgate: Evolution's delay announcement last year, and until today we didn't know much more about the game than we did then.

In the interest of providing eager fans with some sort of update, NetDevil has broken the silence in a post to the official Jumpgate: Evolution forums, outlining some of the things the developers are working on or thinking about.

So what are the folks at NetDevil working on? Read below to find out:

-"Battlespace" returning to more of its simulator roots from Classic, really a place to practice not advance. I know this will make some of you happy in that advancing will only happen in "real" space not instant action type playing. I still hope to have some achievements/leader board materials form here but not likely to have any equipment or pilot advancing type effects.

-Lots of work on missions. With the new design team map layouts, mission stories, the types of things you do in missions, etc is all MUCH more interesting and varied than ever before. The kinds of things we can now do is very advanced.

-Better faction definition. The stories in the game really tell all about your faction and why you are at war with the others. The story is also darker than before with many of the missions you fly feeling more gray than the typical black and white always doing the good thing type story.

-PvP. Lots and lots of work on systems for PvP, new maps, new game play, new forms of advancement, player built battle stations, capturing sectors, etc. The scope and feel of the massive space battles you will be taking part in against other players will be, IMHO, what really sets us apart.

-AI functionality. Tons of work on making the AI both the right difficulty (it was way to easy before) and also varied in behavior.

View the original announcement here.

What do you think about the changes NetDevil are working on? Let us know in the comments below!

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