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ARMADA 2 INFORMATION

Information supplied by mark - Of course, everything is subject to change for the final release!

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Latest News posted by mark.

6/6/2000

Dear Folks,

I'm in Taiwan right now grinding away at DA. Sunstar and I are also doing some cool things on A2. The big news is that A2 is going to be a true server based game (and yes, still free).

We are super-happy that you all enjoyed A1 and we really want to give you a truly tremendous on-line game this time.

Here are some tid-bits on A2 (some are as specific as I should be for now, as they are either still in debate or not implemented fully):

1. A2 will be released this year for DC and PS2. We are more certain of the PS2 release date, and both could get delayed during the public beta. It turns out we might not have to go through a magazine to make the beta disks, but we'll tell you how this will work when the time comes.

2. Armada2 is a true server-based on-line game.

3. Armada2 will be totally free to play on-line.

4. You can customize you[r] ship a lot.

5. You can eventually communicate with the Armada (with strange effects).

6. There is a robust infinite mission generator.

7. There are 5 huge end game "quests".

8. There is a lot of role-playing to be done (the universe is an organic system where you can go out an do heroic deeds and cause change, get involved in little or big events -- A2 has a lot of cool simulation going on in the background).

9. You can cultivate your own personal base of operations in the game world, or visit other people's space to trade.

10. We limit the game to 4 people in a game world at one time, where there are a large number of game worlds running simultaneously. That small group is very connected (the idea is that you feel like an adventuring party). If everything goes well, DC and PS2 players can hook up together for adventures.

11. We designed a quick symbolic language so people don't need to have a keyboard to send messages during a battle (it is kind of like in Unreal Tournament or Rogue Spear, where you have some quick menus to play pre-scripted sound files like "Follow me!" or "I need help!"). The subtle benefit of this is that since this method of communication simply plays a discreet sound file, and we have analogous sound files for all different localized foreign language versions of A2, it is possible for people who could not ordinarily talk to one another to share some simple ideas and primitively enhance cooperation in a "team" situation. For example, my Message#1 "Thank you" sent to my friend Yoshi's machine plays his Message#1: "Domo Origato".

12. We are also looking into using the microphone, but it is too early to say how that will work out.

6/10/2000

Dear Folks,

GameShark has come out for DC. This will not effect A2 data security--A2 is a true server-based game now (all your character data is stored on the server) so no GameShark hacks will work on A2.

I fly back to the US tonight.

Fox: You had mentioned that there would be a single player mode and that you could build your world by yourself and later down the road you could play with friends on the server on that world.

--The only way to prevent cheating is to not use the VMU for on-line (it is used for single player). Any new worlds or characters have to be created on the server from the start if you want to use them on-line--you can lock people out and keep it private for your crew with a password. A password is good if you want to build your world up on your own or just with your clan. All character files and world data is stored on the server. We cannot leave any holes for GameChark hacking.

Fox: [We] think that PC would be better than PKing, allowing there to be come direct fights or some side games, fights mainly of a gladiatorial nature or something like that.

--Player Combat is fine. There will be some game modes like that in A2.

--mark

La'Choppe answers some questions:

If you do not allow people to upload characters then what about having only like 10 worlds on the server?

There will be as many worlds on the server as users create. Each world actually has a very compact description.

If it is possible to have several worlds on a server what is the hang up about having us all on on world/universe?

The issue of a persistent, online, massively multiplayer game is not storage. The issues have more to do with the way the game is designed, and what the goal and focus of the game is. Armada 2 is a cooperative game for a small number of players, each building their own unique planet (and indeed, universe). This does not translate well at all into a massively multiplayer universe. For one example, there is no advancement of a story in a massively multiplayer world, whereas in a unique universe, every player has the oppurtunity to explore the entire story.

What about my caracter for AI will I be able to use him for AII on the internet?

The answer, to the best of my knowledge, is yes.

If so what is stopping ppl from getting AI and using the game shark on Armada I and importing a huge character into Armada II internet game?

The bonus for A1 character import, while significant to A1/A2 players, will not be enough to merit the trouble of "cracking" a character on Armada 1. Also, since there is no way for players to kill one another, the Diablo-style motivation isn't there. Simply put, a dedicated A2 player would be able to catch up to and outclass a "boosted" A1 imported player, especially an A2 player who also imported an A1 character.

And it's obvious in a game like Armada who is really that good, and who just cheated their way to a level bonus/special status.

-La'Choppe

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