December 18th Update
Proficiency -- how things were "meant" to be
JobsCore TierIn VHEL, the core gameplay -- what you do all the time -- focuses on "evasion", the act of avoiding/decieving your enemies. This foundation is ultimately broken up into 3 subcategories known as
"Triadic Rule": combat, cloak, and cunning -- stuff I've mentioned in the past. The enemies (Ragnic, Scouts, Reavers, and Marauders) all work in and around Triadic Rule, focusing on 1 of the 3 aspects. Each enemy type therefore works best within a particular situation, and when grouped together as one coherent force, the player is, of course, asked to think "strategically" in order to resolve each threat before otherwise toppled.
The same direction that guides enemy design is now being channeled into the player character(s) via
"Jobs". Each job caters to a specific strategy, whether that be focusing on combat, cunning, or cloak. Some job specific abilities demand a higher resource/stamina cost, while others may only work best when forced to defend a specific area. Currently, there are 3 job types each character can be assigned to:
Survivalist,
Coordinator, and
Saboteur.
Courier SurvivalistCombat MasteryCourier Survivalist focus on attacking the enemy directly. They have the unique ability to manipulate their own stamina, making them capable of squeezing every ounce of strength out of their bodies. Their abilities make them usuable for long stretches at a time without having to waste 1 day/night event to recover stamina and develop more
"tool" resources (more on that later). Khana Faust and Loki Tokun are both excellent examples of the type of characters who can execute this job type.
-
Spring Trap: Can be thrown to any given location. Creates noise upon impact. It’s usage is highly dependent on it’s amalgamations.
-
War Cry: Increases stamina by 30 for 15 seconds. Stamina decreases by 30 every 0.5 seconds. Creates a loud noise that can attract the enemy.
-
Barrage: Charge forward quickly in any direction and cause stun damage on the enemy. Effective against armored enemies.
-
Ambush: Lock onto the enemy, then attack from any angle. Note: user is unable to move until the ability is fully used.
Courier CoordinatorCloak MasteryCourier Coordinators focus on indirect combat and complex strategies, from the shadows. Unlike the Survivalist, Coordinators are anything but head on attackers, making them less capable of taking on a threat like the Ragnic Nidaria or Manta without extensive usage of their abilities. Coordinators are resource heavy, but smart micromanagement of the tool resource and using
"amalgamation" (more on this later), can make them even more versatile than the aforementioned Survivalist. Nolan Vauldergear best suits such a role both stamina and growth wise.
-
Manikin: Create a puppet that moves and behaves like it’s master. Once attacked, the manikin will eject a foul mist. Note: user is unable to move until the ability is fully used.
-
Syrphid: An autonomous drone used for annoying the enemy.
-
Makeshift: Create a temporary cover point.
-
???:
Can't talk about it...yet. XDCourier SaboteurCunning MasteryCourier Saboteurs rely on traps and misdirection to defeat their enemies. Ordinarily, there are moments where the enemy can get the upper hand, and strike with devastating results. This doesn't always have to be the case. Saboteurs are excellent at deceiving the enemy, exploiting weaknesses, scouting ahead of a group, and strike very decisive blows. Though not as capable head on like the Survivalist, and nowhere near as allusive as the Coordinator, Suboteurs earn there reputation by being one step ahead of the enemy. Iberian Sable, without a doubt, fits this role like a glove.
-
Fake Out: An object/manikin imitating another object/manikin. When touched by the enemy, things blow up! Most effective when amalgamated.
-
Disguise: Take on the appearance of the enemy. Disabled when attacking.
-
Demonic Cry: Lock onto the enemy, then attack from any angle (similar to "Ambush"). Note: user is unable to move until the ability is fully used. In addition, the user will...cry (sometimes laugh). This alternatively draws in the attention of all enemies, in confusion.
-
???:
D'aww...this one is censored too. D=AmalgamationJob modifiersThe Tool resource is your primary resource used for executing various job abilities, like the manikin or the spring trap.
"Amalgamation" is the method in which you can modify preexisting job abilities and "enhance" them. For example: the mankin, which costs some 50 tool resources to create, can be amalgamated with the Fabric and Murr resources. The Murr resource allows the manikin to drop puddles of smelly goo on the ground which can be used to lure the enemy, while the Fabric resource can make the mankin near invisible to the enemy when idle. As a result, you can make the manikin more so stealthy, and useful for cunning/cloak functionality. Amalgamating these two resources means that the creation of a manikin would draw from not only the Tool resource, but the Murr and Fabric resources as well. However, the amount of Tool resources that would have been originally used to create 1 mankin without amalgamating resources, decreases significantly. Why? Because you're "building" the manikin with other resources simultaneously.
Amalgamation goes hand in hand with the resource and job systems. The more resources you have, the more you can amalgamate to your abilities. The less resources you have, the less varied your abilities will be, which can be a real issue when facing some of the later enemy types in the game. Upon the next VHEL update, I'll go in depth about the resource system, including the finalized "Trade and Value" system -- which, in my opinion, feels like the most addictive part of the game.
TalentsSecondary TierEven though each character can specialize in a specific job, they're free to mix up their prowess by way of "passive abilities", a.k.a.
"Talents". Like the name suggests, these abilities happen all the time -- no catch. Talents can be developed via the new
"VHEL symbiosis" system (It's getting it's own update -- it's that damn deep), along with an assortment or other such attribute changing abilities. Although you can effectively have tons of "unlocked" talents, each character is limited to 3 at a time (think CoD4 or MW2). For the time being, I won't reveal the type of talents you can get, but in a nutshell, they can easily make a Coordinator function more like a Survivalist/Coordinator hybrid, or make a Sabotuer into a Coordinator. You'll have to wait for the gameplay footage to see what I mean. =P
DredNaught wrote:In regard to the ladies... or lack thereof: Just remember that it's about quality, not quantity. And when you do meet a lucky lady, don't be a fool, wrap your tool!