Auto Assault Interview
Interviews

information
12/08/2004
Fyrn
We have recently had the opportunity to reap some answers from Scott Brown, project lead of a promising new contender for the throne of action orientated MMORPG's. We have all been used to walk and slash, now we actually get to drive and shoot fulltime. You might know it by now, we are talking about Auto Assault, newest flagship in the making at NetDevil, and how else could it be: published by NCSoft. Auto Assault will allow you to build and drive your vehicles of war onto the battlefield, blasting away at computer controlled enemies or fellow players alike in an unseen detail, even with realistic physics. Physics, yes you have read read, it has physics. Walls blow up physically correct, and your enemies vehicles blow up physically correct, powered by the famous Havok 2 Engine, made possible by the heavy use of instancing.
But what am I talking, I will just hand the virtual microphone over to Scott Brown and let him give you more detail about Auto Assault.

Interview with Scott Brown


Marian: In one phrase: introduce yourself and Auto Assault to the unknown foe (our readers, that is).

Scott Brown: Hi, I am Scott Brown, project lead on Auto Assault. Auto Assault is an action-packed vehicle based MMP.

Marian: First thing I saw was that you will be using the Havok 2 Physics Engine. That has been shown off in a video, as well, but, even though we saw it, does it really work? Will players be able to see realistic physics while blasting through a wall with 20 players on screen or is there some restriction to it?

Scott Brown: It absolutely works! Blowing things up and smashing through things is a big part of the Auto Assault experience. Being physical also means that no two explosions are the same. There is nothing like hitting a pedestrian and watching the rag doll smack up against a wall and slide off.

Marian: I haven't seen it being directly said, but from the list of features that are on the official website, it looks pretty much like Guild Wars in cars. I'm, of course, talking about an instanced mission system. Will most of the action in Auto Assault take place in smaller "instanced areas" created for a player or group of players on demand or will most of it be seamlessly in one world?

Scott Brown: The answer is both. There is a large amount of content in large maps with lots of other players as well as isolated content within instanced maps.

Marian: From the look and feel of what has been revealed, there will be a lot of action, that is for sure, but what about the story? Will there be a feature-rich background story that players can progress in and that develops, maybe, through players’ actions?

Scott Brown: Absolutely, while playing through missions in Auto Assault players will learn the back story of the world and more about the regions and NPCs they interact with. We have several dedicated designers focused on story in the Auto Assault universe. Before launch, we will begin releasing fiction elements in regular installments in the Recon section of the Auto Assault website at www.autoassault.com/recon. Make sure to check back often!

Marian: You can fight monsters in Auto Assault, I've read, but what do you define as a "monster"? Are those NPC vehicles or Godzilla-like inhabitants of the future that Auto Assault plays in, that players can band together against?

Scott Brown: Besides vehicle AI in Auto Assault there are infantry AI armed with a variety of weapons and mutated creatures found throughout our world with a variety of abilities and styles. In addition, we also have flying AI which creates very different encounters for the player.

Marian: In addition of the above question: will players be able to leave their vehicles or does it all take place inside the vehicles at all times?

Scott Brown: In towns players are only on foot, outside of town it is too dangerous to be on foot so we limit you to staying behind the wheel. When you see the rate at which infantry are destroyed you will better understand the decision.

Marian: Will the player be able to advance his own skills and the specs of his vehicle? Can a player own more than one vehicle?

Scott Brown: Auto Assault is very much about player advancement. The player has attributes and skills that affect what they can use and their abilities during combat. As you level up and complete missions you get new points you can spend to make these improvements. The vehicle is what contains your current set of equipment. There is a lot you can change and customize to fit your play style. The player will have the ability to own many vehicles at the same time.

Marian: If a player can own more than one vehicle, where and how will the additional vehicles be stored? Will players be able to rent some sort of garage in towns?

Scott Brown: Player's vehicles are stored in town. You can swap out to any of your vehicles when you are on foot.

Marian: Assembling vehicles: does it only work with pre-designed parts or will players be able to "craft" their own equipment in some way?

Scott Brown: Players can craft almost anything in Auto Assault, including vehicle chassis. The parts needed for different chassis will vary from one to another. The power of our crafting system is that you can follow it to the letter and have guaranteed results or you can experiment and try for something unique.

Marian: In addition of the above, how do you handle "death" in Auto Assault? Will the vehicles be completely destroyed, forcing the player to build a new one from scratch, or will they be merely wrecked and players will be able to repair them?

Scott Brown: Players can call in for a pick up and be transported back to a repair station or truck stop, ready for action or they can be repaired by other players in the location of death. There are no XP debt or item loss penalties from dying.



Plenty of thanks to Scott Brown and Valerie Massey, Auto Assault Community Manager for getting our questions answered.