John Smedley and Producer Matt Higby were part of the SoE team that presented Planetside 2 at SyndCon, the annual guild meeting of The Syndicate, a guild that has been in existence since 1996 and works together to provide professional alpha and beta testing services as well as the writing for print as well as website game guides.
Planetside 2 is built on SoE's own proprietary engine, Forgelight and we were given close up shots of the graphic possibilities with Matt accelerating the day / night cycle while the audience "oohed and aahed" at the light changes in an early build of the game. We were also given close-up looks of models and the level of detail possible, down to scratches on the paint of armor.
There will
be a dynamic weather system that can
affect warfare. Intense firefights
causing a lot of smoke can affect the
weather and they also spoke of
volumetric clouds that can mask
vehicles. That may not be in at
launch, but is definitely in the long
term plan.
"The long term goal," said Smed, "is
to have environment that is
destructible." If players wreck a base
totally, they will have to rebuild it
before it can be useful again. He also
alluded to EVE Online's outside-in
approach in that they started with
space and have since created on-
planet game play while their plans are
inside-out, with plans for space game
play in the future.
"We can build in extra detail where it
is needed," said Matt as he pulled the
camera in and out of landscapes and
models. We saw the heat shimmer of
super-heated air under vehicles,
reflections of light off armor and the
sun light striking the canyon at
sunrise. There will be spotlights at
night, on towers and on vehicles as
well.
"Imagine the old Looney Tunes prison
break," Matt laughed, "with the
spotlight following you as you try to
escape it."
Bases and outposts have attained
greater variety, with some buildings
built into the sides of stone walls,
making the approach only, say 180
degrees, not 360.
"We will start with a single planet
and continent," said Smed, "then add
more continents, and eventually
planets."
That brings up the possibility of
naval and air transports between the
continents as well as fighting on the
high seas, refueling stations and
floating bases - both on water and
air. Planetside 2 will retain the same
three factions, the Terran Republic,
the Vanu Sovereignty and the New
Conglomerate, but the three factions
won't be battling over territory just
to hold it for the sake of holding
territory. There will be outposts that
control certain resources and looking
at the map, players can gain control
and hold them for the purpose of
denying another faction the use of the
resources, or use them, themselves.
The game will be able to re-allocate
resources so that one strong faction
won't be able to completely monopolize
a single resource. They might deplete
one type of ore and spawn another, or
create an abundance in another
non-controlled area.
Matt then
spoke on skills or as they are called
in Planetside and Planetside 2,
certifications. Planetside 2 will be
much more of a skill-based game than
Planetside was as the Forgelight
engine is capable of the physics. For
example, headshots will be possible
and snipers will have a harder time of
it, as ballistic physics will be in
game and they will have to account for
wind shift and bullet drop. The game
will play very much like an FPS, with
a keyboard layout that will be
familiar to FPS players, however,
there are leadership certifications as
well as other support roles like
medics and engineers.
Certifications can be trained offline
or on, with online training speedier
than offline. Players can still be a
Jack of all trades, and bring specific
load outs into each battle, but
specializing will get players higher
level certifications faster.
Throughout the presentation, we were
told we could do this or that,
provided we had the proper
certifications. For example, Terran
Republic players will be able put a
powerful anti-vehicle weapon on top of
the Prowler (a mid size tank) and swap
them out as needed.
If a player has the command rank and
the certifications, they can command
the base to raise specific turrets
such as anti-personnel or
anti-aircraft. Missions are area
based, the objectives popping up as
you enter an area, but leaders can
also pick missions for the squad /
outfit as well.
Players respawn on death and if
leaders have the certification, the
respawned player may be able to
drop-pod directly back to the group
rather than making his way back from
the respawn point in a camp or
outpost. Friendly fire will be in
game, which will make AE weapons more
strategic and player sacrifices more
meaningful. Each faction will have an
uncontestable base and Outfit housing
will also be a safe sanctuary.
At FanFaire
2011, Smed had alluded to a cash shop,
and he did the same here at SyndCon,
reassuring the audience that they
would not be selling power. If a
weapon can be bought in the cash
store, he was quick to assure us that
it would be attainable in the game as
well. Definitely though, one of the
things that will be sold would be
customization.
SoE hopes to create a parallel feel
for outfits that's like the US
military, for players to recognize
outfits for what they do, like how the
101st Airborne Division is known. To
help with the identity, Outfits will
be able to customize the look of their
armor and vehicles. Leaders (with the
right certifications) will be able to
unlock abilities and customize the
skill tree for the Outfit. Drilling
down, an Outfit can have more than one
Division, so they can have for
example, a light assault Division, an
Engineering Division and etc. Group
play will be the same with 10 to a
squad, but in addition, platoons of up
to four squads can be formed.
In summation, Smed had this to say of
Planetside2. "Basically, we took
everything that sucked out of
Planetside and made all the fun things
better."