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The Role of Player Gear

Why have player gear?

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The Role of Player Gear

Primary Goals

  • Assist players when tackling challenges outside their vehicle.
    • PVE - Allows players to kill and loot locations inaccessible from their vehicle.
    • PVP - Offers players additional tactical possibilities during engagements.
  • Provide additional support to their respective vehicles.
    • There are tasks and capabilities that vehicles are unable to perform.
    • Present players with more strategic decisions during customization.

Secondary Goals

  • Contribute to a vehicle’s capabilities during vehicular engagements.

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How Important should Player Gear be?

How much should I care?

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How Important should Player Gear be?

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How Important should Player Gear be?

  • The amount of human-scale tactical options will determine how important Player Gear will be.
  • During a vehicular engagement:
    • If players can only meaningfully contribute from a vehicle station, having a deep repertoire of player gear options is irrelevant.
      • This is our current state of affairs.
    • If players can attempt to board, sabotage, hack, disable, and damage other vehicles with player gear, its importance becomes extremely high.
  • To provide the best long-term and enduring experience, it is in our best interest to provide loads of human-scale options without over-shadowing our vehicular options.

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How Important should Player Gear be?

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How Important should Player Gear be?

  • Our giant vehicles are one of our unique selling points and should be given the priority when it comes to production and player focus.
  • We need a good balance between human-scale and vehicle-scale options, and they should ideally complement each other.

Probably this one

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Is Player Gear persistent?

Or just reset it every game?

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Let’s Define Persistence

  • Item persistence means these items can:
    • Be acquired before or during a run.
    • Be carried over between runs.
    • Be lost forever.
      • Loss conditions are undecided ATM.

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Why have item persistence at all?

  • It adds a lot of stakes to a match.
    • Losing powerful and exciting items creates a lot of tension to use them.
  • It allows for exciting and deep progression.
    • Example: “Bring item A, B and C to this NPC, then successfully extract to unlock this.”
  • It adds a moderate amount of variance during the match.
    • It’s an evolution of the Battle-Royale genre; now players may or may not start with some equipment instead of always starting with nothing.
    • Yet it preserves the aspect of finding random stuff on the battlefield.

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Why have item persistence at all?

  • We also have the unique opportunity of using our vehicles as a foundation players can always rely on.
  • This means even if a player loses all of his gear with no backup, they can always rely on having a performant vehicle.

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How should Player Gear persistence work?

What do I keep? What do I lose?

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Unified Inventory

Contextual Inventory/Slots

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Unified Management

Contextual Management

NEW

OLD

NEW

OLD

NEW

OLD

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General Stash

Item Specific Stash

Player

Stash

No Stash

Player

Stash

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Global Insurance

Limited Insurance

Weapon

Persistent

Insurance

Non-Consumable

Persistent

Insurance

Free

(If Unlocked)

Grenades

Backpack Item

Consumable

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  • Very little inventory management.
    • Either during or post-game.
  • Basic “insurance” mechanic.
  • Let's players start with chosen items.
    • Some for free, no hassle.
  • Some items can be carried over but cannot be started with, no matter the player progression.
  • Total losses are minor setbacks.
  • Inventory management is expected between runs.
  • Inventory and stash handling is mandatory.
  • Complex insurance mechanics that are core to the experience.
    • Most items require insurance.
  • Total losses are meant to be crippling.

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  • Inventory management is expected between runs.
  • Inventory and stash handling is mandatory.
  • Complex insurance mechanics that are core to the experience.
  • Total losses are meant to be crippling.
  • Very little inventory management.
    • Either during or post-game.
  • Basic “insurance” mechanic.
  • Let's players start with chosen items.
    • Some for free, no hassle.
  • Some items can be carried over but cannot be started with, no matter the player progression.
  • Total losses are minor setbacks.
  • Considering how game is meant to target a broader audience we should aim for a more streamlined solution.
    • Inventory management is often a pain point when it comes to console-centric games.

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How should Player Gear persistence really work?

For real now!

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  • Weapons are what players use to attack and defend
  • Gadgets are active support items that complement player capabilities.
  • Players have to press an input to use them.
  • Body and Head items are passive items that yield additional benefits.
  • Backpacks affect the size of their inventory
  • Some advanced backpacks may yield additional passive benefits.
  • All general items and resources go into the backpack.
  • All of the other items above cannot be placed into the backpack.
    • See Contextual Inventory in previous section

Weapon

Gadget 1

Gadget 2

Body Slot

Head Slot

Backpack Slot

Backpack Content

  • Materials
  • Fuel Additives
  • Ingredients

Vehicle

  • Vehicle category includes frames, parts, stations, or anything related to vehicles the player cannot carry.
    • This means special ammo, boosts, additives, or any other type of consumables that players can find and collect belong in the backpack.
      • See below for details

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Persistent

Persistent

Persistent

Persistent

Persistent

  • All of the player’s items are persistent.
  • This means these items can:
    • Be acquired before or during a run.
    • Be carried over between runs.
    • Be lost forever.
      • Loss conditions are undecided ATM.

Weapon

Gadget 1

Gadget 2

Body Slot

Head Slot

Backpack Slot

Backpack Content

  • Materials
  • Fuel Additives
  • Ingredients

Vehicle

Permanent

  • Vehicle, either frames, parts, or stations, are permanent.
  • When players unlock a vehicle part, they have permanent access to it and always have it available when starting a run.
    • This presentation doesn’t touch too much on this topic but makes this assumption.

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Weapon

Gadget 1

Gadget 2

Body Slot

Head Slot

Backpack Slot

Backpack Content

  • Materials
  • Fuel Additives
  • Ingredients

Persistent

Persistent

Persistent

Persistent

Persistent

  • Some of these items can be stashed.
  • Stashes are in-between-game inventory where items are preserved and safe.
  • Backpack content does not have a stash to reduce inventory management between games.
    • See previous broader audience section.

Stash

Stash

Stash

Vehicle

Permanent

TBD

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Providers

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Providers

  • The HUB will feature providers for different item types.
    • These providers will award free items on a timer.
    • Here are some examples:
      • The weapon merchant will offer a free gun (weapon) every x hours.
      • A tomato plant will offer free tomatoes (ingredient, backpack content) every x hours.
  • This would emulate the insurance mechanics of other games of this genre.
    • Its purpose is to allow players to always have a backup in case of a wipe.
  • Additionally, these providers may also offer items that players can purchase using some form of soft currency.
    • For example, a player can pay soft currency to the weapon merchant to immediately get a shotgun.
  • Player progression would leverage these providers.
    • Details in the next section.

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Ingredients

Additives

Material

Merchant

Provider

Merchant

Provider

Merchant

Provider

Garden

Provider

Chemical Lab

Provider

Foundry

Provider

???

Weapon

Gadget 1

Gadget 2

Body Slot

Head Slot

Backpack Slot

Backpack Content

  • Materials
  • Fuel Additives
  • Ingredients

Persistent

Persistent

Persistent

Persistent

Persistent

Stash

Stash

Stash

Vehicle

Permanent

TBD

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How should Player Gear progress?

How do I improve?

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How should Player Gear progress?

  • Since players do not have a permanent inventory, the progression would be oriented towards the Providers of each respective category of gear.
  • Each progression event would result in the following:
    • Access to new purchasable gear.
      • Some gear could be improved / rare version of gear.
    • Access to new free gear.
    • Lowered free gear timer.
    • Lowered price for purchasable gear.
    • Increased stash size.

Free Gun ever 1 hour!

AK-47 down to 90$!

2

3

AK-47 Unlocked!

1

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How should Player Gear progress?

  • Some unique providers could offer access that standard providers do not.
    • Example: the Explosive Experts sells missile launchers which the normal weapon merchant does not offer, BUT she only shows up every X hours; otherwise, she is absent.
      • Progressing the Explosive Experts could increase her presence frequency.

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How should Player Gear progress?

  • Players earn xp & levels when completing runs.
    • Successful extraction more XP.
  • Leveling up can unlock new providers.
  • These providers each have their own individual progression to unlock new content & features.
    • Progressing these providers may require these actions to progress:
      • Specific quest/missions must be completed during a run.
      • Specific gear must be extracted with.
      • Specific gear milestones must be obtained.

1

2

3

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Gear

Gear

Gear

Gear

Extraction

Player Level

Backpack Item

Quest

Extraction

Gear Milestone

Extraction

Gear Level

Extraction?

Game

Post-Game

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TBD

  • Backpack content, wtf is it?
  • Insurance, is it good to not have it?