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Auto Assault interviews itself
Auto Assault interviews itself [ Game -> Preview ]
Posted by Mr. Teatime Sun 26 Jun 2005, 9:02 PM
More info on Game: Auto Assault

Here's the latest email I recieved from the Auto Assault people:

Greetings from the Central Wastelands!

Our beta test for Auto Assault is proceeding very well; we've introduced a new online process for NDAs that makes it as simple as a few mouse clicks to get approved and into the beta. We hit a new high for server population this week and we know it'll be jumping even higher in the weeks to come as we add thousands more to the beta. There’s still time to sign up; simply direct your browser to

We recently kicked off the first of our Roadhouse Sessions, teleconferences intended to give selected news organizations and gaming websites a chance to learn more about Auto Assault. Every week we focus on a different topic; last week dealt with character creation, leveling, and stats. A number of sites that took part in have posted their impressions: MMORPG (, RPGVault (, and TenTonHammer (

TenTonHammer also has published a Q&A with NetDevil's Scott "Scorch" Brown, available at

We've concluded our Supersonic Sounds of the Central Wastelands month with a fourth MP3 track from the Auto Assault soundtrack (, created by the game's music composer and sound designer, Richard Dekkard.

Planet Auto Assault ( has started a new contest, offering Auto Assault hats, signed concept art, pre-sale boxes, art prints, and posters.

Our major Recon item this week deals with Convoys in Auto Assault - what they are intended for and their benefits to players (

Have a great weekend!

--- The Auto Assault Team

P.S. to the Editors -

We’ve put together another dev diary for our retail partners, similar to the one I sent not long ago. I thought you might want to have a look at it and/or post it on your site. – V

Auto Assault Developer Diary Installment #2:

Auto Assault is an RPG at heart

NetDevil answers more questions about the role-playing elements of Auto Assault and talks about what they are learning from players during the closed beta process.

Q. How do I get ahead in Auto Assault?

A. A big part of your time in Auto Assault will be spent customizing your character and vehicle statistics. As you gain levels you can spend points on both attributes and skills. Attributes affect your combat abilities while skills give you additional bonuses or types of strategic capabilities you can bring to the fight. As you play the game you will find drops from enemy AI that you can equip, trade, sell or reverse engineer to try and create something even better

Q. What are some of the key changes that have been made since opening the game to beta testers? Who get’s first priority in getting into the Closed Beta?

A. Now that the closed beta has started we are fixing more than just bugs. The crafting system has already gone through a complete overhaul based on early feedback as have mission rewards. We have also added several interface improvements and tweaked the driving model to enhance the way vehicles control. We want true fans of Auto Assault in the beta, so customers that purchase the pre-sale box get priority during our closed beta roll out.

Q. What is Dynamic Loot?

A. All the loot in Auto Assault is dynamically generated to be statistically unique. This will allow players to continue to hunt for loot that is always just a little better than anything else they might own. It also means that no two players will have the exact same inventory…even if you both have a flame thrower, it is likely that the stats on that weapon will differ for each player, so in essence, every item is rare in Auto Assault.

Q. Can I ‘Craft in Auto Assault’?

A. Crafting ties into the dynamic loot system, allowing players to have the opportunity to be the only player in the game capable of making a particular piece of equipment. Players can train in multiple disciplines and, through practice, can gain new crafting abilities. Some items in the game allow for multiple enhancements that crafters can utilize through experimentation on an object. Though there are no set recipes for enhancements, different commodities will tend towards a particular class of enhancements. The more the crafter experiments the better the chance for greater enhancements, but this also increases the chance for failure.

Q. Are there traditional RPG missions in Auto Assault?

A. There are a number of major story arcs for the players to discover as they play each race. You will learn more about why your race is where it is today, and where your race plans to take what is left of the Earth from here. There are a wide variety of mission types in the game. Some you will have seen before in other MMORPGs, like deliveries or kill tasks and some are completely unique to Auto Assault – for instance environmental destruction or that ability to jump over obstacles.

At the end of many of the story arcs in Auto Assault are instanced missions for either the individual player or their convoy. Instances include scripted events, frequently showing off our physics engine, a feature found typically in single player games only. Giving the players a way to feel a sense of progress and change of the world, Auto Assault remembers the missions you have completed on these maps so that when you return the map will progress to its next state. For example, if you destroy a base on a map, you may return to find the base being rebuilt by another enemy faction or the base may be completely gone replaced by a new mining facility your own faction needs help setting up.

These instances often conclude with a variety of cool boss encounters. The types of encounters range from souped-up vehicles to alien craft which require the destruction of a number of items on the map to even begin to damage them.

I really like the fact that they interview themselves, saving me the time of requesting one and writing questions. Thanks!
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