Un po' di notizie prese dai commenti:
Videos tutorials planned are PVP, followed by AI gameplay.
The LED bases are now up to 12 hours of playable brightness. Beyond that, you have to start shifting the light on your target to show the contrast to be sure. We got that many hours in these ultra bright LED's by double stacking TWO 2032 into the electronics. 12 hours may not seem like all that much, but since the action round starts with players turning them on, once they are all on, its go time. And then turrning them off when they are out of energy or done with actions that round; the lights are only on for 1-2 minutes a time. It allows for multiple play-throughs with a single charge.
Hi @John B, yes the customization is a rather large aspect of the game. While it streamlines the arguably insane amount of tweaking possible in the video games, there are massive choices to make when it comes to chassis, gear and weapons. These choices dramatically affect your playstyle.
In the beginning, gear affects what you can do and how efficiently you can do it. How far you can boost, how much damage you can shield per round and whether you are a bursty or damage over time attacker,
Late-campaign gear begins to really adjust your chassis itself, by removing or adding available energy, armor and movement penalties.
WOOT 1st Stretch Reward Unlocked. It will be covered in the update, but the now-reversible board opens up some new missions for us and changes the tactical environment of the game.
The wasteland map is differentiated by having built in terrain features like craters and sinkholes that do not block line of sight but prevent ground movement.
RTS and the AI Expansion: @The Cepparian, No it is not sacrificed perse', but the game does become a little more methodical. While you are interacting with enemies like turrets as you move into their line of sight or fire upon them during the action phase, there IS an additional AI phase. The AI phase is when players move and operate their assigned enemies according to their priorities and behaviors listed on their AI card.
@raymond Yes we have designed this campaign and our production schedule to Deliver On Time. So that date has several time buffers included as well as an extra 2 month buffer put on top. We actually hope to delivery EARLY!
As will be illuminated in the In-depth tutorial, a key feature that smooths gameplay and reduces the need to move frantic is the 'Call Hit' mechanic. Once players obtain line of sight on an enemy, they can call a hit on its color. For example 'Hit on Red.' The red player can see immediately if you had Line of Sight because of the LED pointers. Now even if the Red player breaks line of sight, you can follow up by activating a weapon and placing the requisite damage into Red's damage dish. Once the hit is called, there is little rush to spend your energy and activate the weapon. Likewise for the Red player, once the hit is called they have plenty of time to move away and avoid another hit or call a hit of their own.
FAST Player Advantage: Not really. Surprisingly, because of the game mechanics Armored Core RTS is not about moving as fast as you can or reflexes. 1. there are energy limits to your actions, i.e. you can only perform so many movements or fire so many weapons. 2. You do not want to run out of energy too far ahead of your opponent's; thus players often pause to see what their opponents are doing and respond.
The gameplay video is not a Free For All, its teams. Although FFA is definitely possible in a stand alone game; the campaign missions are team vs team. This is mostly because the campaign missions are not balanced around the potential of temporary alliances or teaming up 3 on 1.
The game is tested to have four mechs operational at a time, plus support units. The missions pit a team of 2 mechs vs 2 mechs, but a single player can operate 2 mechs at a time. This does require marginal more skill, so an advanced player would go against 2 less experienced players. The game is not about fast reflexes but there is an advantage to keep moving and reacting