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Auto Assault Q&A
 
Auto Assault Q&A [ Game -> Interview ]
Posted by Mr. Teatime Wed 02 Feb 2005, 5:59 PM
More info on Person: Scott Brown | More info on Company: NetDevil | More info on Game: Auto Assault
You can read a new Q&A with Auto Asault Project Lead, Scott 'Scorch' Brown, over at F13.net. Here's some of what 'Scorch' had to say:
Is combat twitchy like a first person shooter with the ability to dodge bullets/cannons/whatever a matter of player skill? Or is it a different flavor of the same queue based combat system we've seen in nearly every other MMORPG? If it's the latter - what makes combat in Auto Assault different, from say, Everquest, World of Warcraft, or...well...anything else?

This is something that we are trying hard to help people understand about the game and this is where Auto Assault really shines. We have set out to combine the intensity of action games with the long term enjoyment of RPG/statistical character development. In Auto Assault, we use what we call "TacArc" to represent your targeting range. As both the enemy and you are moving, you are constantly trying to maneuver to keep the enemy in the arcs. The AI is also actively trying to avoid your weapons. Even though firing is instant when you press the trigger, it is a dice roll based on your attributes, skills, and weapons versus their skills and armor to decide if you hit and for how much damage.
I am underwhelmed. Maybe I should try and be more open-minded... I just lose interest after reading a couple of sentences about this game.
Spotted @ Shacknews
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