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Star Trek Online unveils cloaking Klingon warship: Vo'Quv Class

Filed under: Sci-fi, Lore, New titles, Star Trek Online


Some of us at Massively are big fans of stealth classes and gameplay in MMOs. When it comes to space combat, even moreso when you can decloak with enough firepower to wipe out an opponent before they realize what's happening and disappear just as fast. However, will this stealth-focused gameplay be viable in the tactical PvP of Star Trek Online? We can't say for sure yet as there hasn't been much in the way of in-game combat footage, but the info they've released on this latest Klingon Empire warship, the Vo'Quv Class, suggests this type of gameplay might just be possible.

Of course the ship profile is heavy on the lore elements we're sure Star Trek Online fans will want to sink their teeth into, but the specifications released for the Vo'Quv Class offensive and defensive systems list a "Class 7 Cloaking Device" backed up by a complement of disruptor beams which can fire in any direction taking out enemy shields, while multiple torpedo launchers finish the job.

EVE and Sun Tzu's "The Art of War"

Filed under: Sci-fi, EVE Online, Game mechanics, Guilds, PvP, Tips and tricks, Opinion, Politics


Sun Tzu: Tactics without strategy is the noise before defeat.

The 6th century B.C. military treatise, The Art of War by Sun Tzu, serves admirably as a tract on corporate espionage and warfare in EVE Online's far future backdrop of New Eden. It is, after all, a corporation-dominated setting and game where player organizations perpetually fight for supremacy over their competitors. As The Art of War is required reading in some MBA programs, it stands to reason it could have some practical applications to a game based around military conglomerates. Warfare in EVE, while limited by game mechanics as to what's possible (as all games are of course), can have a heavy social component. Paired with the sandbox nature of the game, there are numerous possibilities in EVE that most other MMOs simply don't offer, or can't offer through their respective game mechanics.

Much of The Art of War focuses on deception, situational awareness, and overcoming your opponents through cunning rather than brute force. Of course, brute force has worked rather well for some prominent alliances, but without strategic thinking guiding their campaigns, it would all come undone at some point. Strategy is the focus of a new series of articles from Black Claw of EVE Online blog "The Travels of Black Claw." He's just kicked off the first in this series based on a guide to warfare he created for his EVE corporation. First up is "The Art of War: Laying Plans" -- which deals with assessing your own organization and the relative strength of the opposition, then figuring out how best to counter that opposition. Black Claw stated that next up will be "Waging War." Sun Tzu's The Art of War also deals with topics like stages of a competitive campaign, the importance of varying tactics, and the use of spies. Assuming Black Claw continues with his guide along these lines, it should be an interesting series of articles.

Video interview reveals Stargate Worlds stealth mechanics

Filed under: Sci-fi, Classes, Game mechanics, Interviews, Stargate Worlds, News items


Jon Wood at MMORPG.com is on a serious roll with Stargate Worlds video interviews. His latest is with Demetrius Comes, VP of Technology at Cheyenne Mountain Entertainment, on the Stargate Worlds stealth system. The system will be based off of combinations of abilities and gear, creating regenerating stealth points that are resisted with reveal points. Comes acknowledges that stealth play will not be a universal option for all players, and will be limited to the commando class.

Comes also reveals more of the game mechanics of stealth play, particularly the dynamic between a character's stealth rating and the reveal rating inherent to NPCs and player characters. The interview is brief, but hints at what fans of cloaky-sneaky gameplay will get in Stargate Worlds.

E308: A glimpse into The Agency's guilds and classes

Filed under: Classes, Guilds, Interviews, New titles, The Agency, Spy, MMOFPS

In our recent talk with Matt Wilson at E3, we were given a lot of really illuminating information about classes and guilds in the upcoming SOE title, The Agency. It would seem that the Agency crew is doing a very good job of listening to many of the frustrations of MMOG players, while taking the time to study popular games like Team Fortress 2. If you've been wondering about the different classes and abilities, as well as social structure in this upcoming MMOFPS, then you'll be interested to hear what's in the works.

Massively: What are the classes or archetypal roles in The Agency?

Matt Wilson: Our four primary classes are basically Combat, which is the ability to have weapons and have high defenses. Stealth, which is more of a high-DPS, sniper rifles and other things that you take into battle, [Undercover] Stealth which is very important, which is sneaking around and distractions. And finally, there's the Support classes like your Medics and Field Techs. Field Techs are about defense, turrets, other cool things like that. Medics are more about supporting the team, being able to support med stations while you're out in the field, heals, that kind of thing. Those are the general archetypes. Then we have specialties that fall out of those, allowing players to specialize further in each class.

Undocumented changes for AoC 26th of June patch

Filed under: Fantasy, Age of Conan, Bugs, Classes, Game mechanics, Patches

In keeping with tradition, Age of Conan players have found some changes that did not make it on to the official patch notes for today's update. The community's findings have been compiled into one handy forum thread, and here are some of the more significant items on the list (although the thread will likely have more added to it later on):

  • Barbarian talent "Cyclone of Razors" has had its damage lowered from 28% to 10% at 5 points.
  • Necromancers can no longer send pets to attack while hidden.
  • Assassin ability "From the Darkness" animation changed and damage after charge reduced by up to 70%.
  • Rangers mez shot seems to not be working properly.
  • Dark Templar's magic damage coefficient is bugged.
  • A bug with casting from your mount, a feature reintroduced today on the official notes. Casters can begin casting a spell while standing still on their mount, and are then free to run around while casting it without interruption, leading to easy kiting.
  • Still to be verified: Variety of loot from epic Kheshatta bosses increased, and new blues dropping.

What this morning's AoC patch notes didn't mention

Filed under: Fantasy, Age of Conan, Patches

It's very busy over at FunCom, what with two patches a week coming out for Age of Conan. We understand. We know that sometimes stuff gets missed off the patch notes. Of course, sometimes stuff gets purposefully left off patch notes, and it can be hard to tell whether this was by accident or design.

What's certain is that when something changes, players will eventually find out. The more players, the sooner they find out; and AoC has rather a lot of players right now. Between them, with cross-referencing going on between European and American forums (always nice to see), the players have put together an unofficial list of what else changed with this morning's patch.

Two new warrior types for Warrior Epic

Filed under: Fantasy, Screenshots, Classes, Game mechanics, News items, Free-to-play, Warrior Epic

Somehow, since we last covered the class updates from Warrior Epic, not one, but two new classes have been revealed! The first is the Vanisher, clearly the stealth/rogue warrior of the title. Sporting a look decidedly alien and intricate at the same time, this is easily one of the more stylish warriors available from WE.

The second new type is the Dreadnaught, obviously the tank's tank. These guys are built like sumo wrestlers and outfitted like ... well, like a dreadnought!

Though the Warriors page seems to have filled up, looking at the bottom of each individual warrior's page reveals a bar with warrior face icons, and there's a final space with a question mark in it. Could there be one final mystery warrior approaching?

[Thanks, Brice!]

Get your stealth on with Global Agenda

Filed under: At a glance, Sci-fi, Video, Game mechanics, New titles, PvP, Spy


Or, maybe not. Global Agenda is an upcoming title by Hi-Rez Studios that calls itself 'spy-fi'; puzzle that one out, go ahead, we'll wait. Purportedly espousing a game system of tactical espionage, the gameplay video available seems more like Halo than Splinter Cell. Not that there's anything wrong with that.

Using the Unreal Engine 3, everything looks nice and moves smoothly. Other features of the game include racing for advanced technology before other players receive it; capturing and holding strategic locations; and special tech like stealth suits, holographic disguises, and remote control robots. This shows promise, and we'll keep our ear to the ground -- or at least, our sonic wavelength remote analyzer.

Let the Month of the Burglar begin

Filed under: Fantasy, Lord of the Rings Online, Classes, Patches, News items

The Burglars of Middle-earth should be happy about Book 12 -- of this we can all be sure. We had the months of the Minstrel and the Hunter, and so on, but it's Burglars' turn for some lovin'!

Turbine has finally all-out announced the Month of the Burglar, and laid out Book 12's changes to the class for all to see. Burglars will get a new a new toggle skill called "Mischief," by which Tricks, Trick removal skills, and Riddle will be cheaper and more frequently usable, respectively. Two new skills are also available in Mischief mode -- Clever Retort and Confound.

They'll also get the previously-announced ability to bring a friend into stealth mode with them, a position-sensitive strike, some Fellowship Maneuver Response Skills, and perhaps most awesomely, the ability to summon a vendor to sell stuff to. Oh, and they'll finally be able to use clubs. And there will be equipables that will beef up Fellowship Maneuvers.

Phew! Surely all that is worth the wait, right?

Age of Conan's Assassin class is stealthy, badass

Filed under: Fantasy, Age of Conan, Classes, Interviews, New titles, News items

Ten Ton Hammer has published the fourth in its series of "class interviews" with Funcom. Previously it spoke with the Age of Conan devs about the Dark Templar, the Guardian, and the Conqueror. This time it's the Assassin.

You can read the
interview for all the details, but the gist of it is: Asassins use stealth and quick bursts of high damage melee attacks in tandem with poison and debuffs to fell opponents quickly. As a counter-balance to their extraordinary offensive capabilities, they are very weak in terms of defenses. They wear thin silk armor because it allows them to move freely and silently.

So the class is about 90% the same as the Rogue class in games like World of Warcraft. Unfortunately, "Assassins do it from behind" just doesn't have the same ring to it.






Verbing a noun: introducing new powers

Filed under: City of Heroes, Game mechanics

When thinking about game powers, developers have to consider four primary questions: what do the players want, do those desires fit reasonably within the framework of the game, how can the powers be balanced for the game, and how can they be coded? For example, when NCsoft's City of Heroes introduced Flight, it was competing with Super Speed, Teleportation and Leaping. How could they build it out to where it was neither overpowered nor useless? Through a series of trial-and-error efforts -- and thankfully providing an additional 10% bump in hover speed in Issue 8 -- they loaded a power set into the game that gave heroes a new way of seeing the city without unbalancing other transportation powers currently in place.

As to verbs that may be more common throughout MMOs, we've all had the opportunity to "run" -- either into battle or away from almost certain peril -- and I doubt there's many here who haven't wished for the ability to "turn invisible" in order to stealth through a difficult mission, but what about some of the more exotic verbs out there? Oh, sure, in most games the alts can backslap one another, gesture angrily, and dance, but these are powerless emotes: they don't actually impact the game play. Take your favorite MMO, though, and think about what game-impacting verb or verbs you'd like to see added. Perhaps it might help to take a look at the thought process currently pushing World of Warcraft's new Death Knight and ask yourself this: if you were a developer, what would you add to the build, and how would you balance it?

[Via Elder Game]

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NameDate
Earth Eternal Open Beta Q3 2009
Alganon Launch Dec 1 2009
EVE Online: Dominion Launch Dec 1 2009
LotRO: Siege of Mirkwood Launch Dec 1 2009

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