You can read the latest Auto Assault preview on Gamespy. Something
that seemed sort of interesting was the way combat will be done:
That sort of combat system just wasn't going to cut it for NetDevil,
the Colorado-based developer that's hard at work putting together Auto Assault,
a post-apocalyptic game of car combat. After all, what would be the
point of putting players into fast-moving wheeled death machines if
hits, misses and damage were all going to be decided solely by a random
number generator. The fun of fighting in a car is that it's not just
about how hard you hit, it's also about whether you hit at all.
NetDevil needed a way to introduce the skill-based gameplay mechanics common in first-person shooters into an MMO format. It was in searching for a solution to that problem that they stumbled across Havok.
Havok, of course, is the middleware company famous mostly for the physics engine that powers titles such as
Half Life 2, Max Payne 2, and Painkiller.
Could such an engine be used to completely re-invent combat in a
massively multiplayer game? What kinds of technical pitfalls would the
team have to watch out for, and if it worked, what kinds of new
gameplay possibilities would it open up for the gamer? We sat down for
an involving conversation with Scott Brown, Project Lead and President
of NetDevil, and Nick Gray, Lead Architect, Developer Relations for
Havok, to talk about the Havok physics engine and why they believe that
its introduction into the world of Auto Assault will change the massively multiplayer online game field forever.
They're saying that their combat will rely less on dice rolls and
more on player skill. I guess this is an massively multiplayer action
game rather than an RPG.