Answers from the 16th Q&A thread 1. (team question) How "deep" are you guys planning to make individual class progression? That is, how much time (even a guesstimate or what you would like is fine) would you say it would take for a person to get all the possible unlocks for one class? Will it be a decently long path that will see you needing to focus allot of playtime on one of the classes to max it out and feel like you have went from a novice to a veteran (the before mentioned veterancy of basic classes) or is the idea to not make the individual class progression too expansive as to make it easier for people to unlock multitudes of options/classes faster? BRENT ELLISON: Our goal is to make each class quite deep with around ~50 hours of unlocks per class (and of course there are items that can be used by any class sprinkled throughout each progression tree). The earlier parts of the progression are cheaper though, so you can go wide early on if you like. Note of course that this varies a bit from faction to faction, as Eldar have fewer options per class due to having more classes and Chaos progression is less class-focused in general. 2. I was kind of surprised by seeing that the stamina did not deplete while you attack, can we assume that's out of the picture and stamina will only be used for defensive moves (block and roll)? BRENT ELLISON: It actually does deplete now, something we’re testing out this week. We don’t want melee-focused characters to feel like they’re limited in their attacks compared to ranged-focused characters, but we’re going to see if that’s something we can achieve through tuning. 3. Along with carryable medpacks and ammo able to be refilled at mobile spawn points what other forms of utility will players be able to provide to their teammates outside of class-specific abilities? BRENT ELLISON: There are morale buffs for leaders based on standards, any character can rescue another, and there will be accessories that benefit the group such as by providing information. Of course, many of the utilities ARE class-specific because this is a role-based game and we’re designing the classes to play off each other. 4. What sort of defensive emplacements are planned to be implemented, other than the (faction-specific) Quad Gun? Deploy-able minefields? Deploy-able machine gun/laser turrets? Also, can you be specific on what automated defenses might entail? BRENT ELLISON: In general things like minefields and automated defenses are already a part of the level – a faction’s main “deployable” is the heavy weapons character who can brace himself on cover. There will be multiple forms of large turret though – the Quad Gun is strong against vehicles but completely destroys infantry. We’re going to be adding a las-based turret that destroys vehicles with ease and will need to be taken out by other means (infiltration, air strikes, etc). 5. Will there be any enviromental hazard like lava pools, sand storms or something similar on Arkhona ? BRENT ELLISON: Of course! You can always use a good lava pool. 6. Can we please get some more in-depth detail on how the Campaign System is going to work? What will each Factions requirements be to win the Campaign? Can only 1 Faction win? What do the players of that Faction get for winning the Campaign? How long do you expect each Campaign to last for on average? BRENT ELLISON: Nobody “wins” a campaign – you get a set of campaign objectives specific to your faction (and almost always directly opposed to another) and you try to complete as many as possible during the campaign period. At the end there is a summary of accomplishments tied to rewards for those that participated, and some Campaign Objectives have an affect on the server or give bonuses for the next Campaign. At the moment we’re looking at weeklong campaigns, but the Objectives themselves are of varying lengths and pop in and out during the campaign time. 7. Will you guys encourage or even allow 3-4 ways battles to take place? Of course, they should not be common, but will they be even allowed in the first place? BRENT ELLISON: Eventually, though the system will initially support just two sides at a single location (even if more sides are fighting across the territory). We expect to expand on this in time. And of course just because there are two sides doesn’t mean that members of another faction can’t help fill out one of the sides as allies. 8. Since there will no longer be Strike Force 'social' areas at launch, NPC's in the game world, nor any way to unequip/holster all weapons, might we at least have 1 common area per faction (aboard a ship or what not) where forces can gather and plan their next moves as such for sake of some social interaction? BRENT ELLISON: Yes, that is the plan. This is also where the training/practice area is located. 9. In the stream we saw that the armour system is still based on an energy shield instead of a damage mitigator; You are going to change that, or are you sticking with the shield system? (I sincerely hope for the damage mitigation, and leaving the shield for Iron Halo and such...) BRENT ELLISON: The flavour and appearance of the system will change, but the core mechanics will remain simply because they encourage fun and believable behaviour from the players. Ultimately the gameplay and battlefield feel is better as a result of a partially rechargeable health system like this, which is why it’s so widely used. Of course, damage mitigation is also a component of the system that you can specialize in (“toughness”). 10. Will we ever see a face designer for each faction and following that be able to equip and unequip a helmet? BRENT ELLISON: Helmet-less characters are still planned but won’t be present for the initial Founder Access. 11. How close are you to feeling final with the bolter sounds? Can we listen to what you have at the moment to help polish them? Mathieu Lavoie: I think we have now pretty good sounds for the bolters. We are still tweaking the volume attenuation in game that affect the weapons sounds and we need to work on the different surfaces for bullet impacts as well, but I think we are in a good position. You will be able to hear them in action in the Founders Access of course. We’ll make sure that the founders can send us feedback regarding all aspect of the game including audio. 12. What is your current development road map to Founder's Access? Please be specific. Nathan Richardsson: While we appreciate indies doing this, our roadmaps are confidential as we use agile development and rapidly adapt to change in the search for fun, for our future launches as well as Founders Access. The effort of updating those at the velocity we are developing for public consumption, and us adapting to change, only serve to increase confusion. We are simply too big and developing too fast for that kind of updates. Our goals for Founders Access specifically has already been revealed in a State of the Crusade more than a month ago. 13. It might be a little early to tell but... how will the early access work? will we just enter a queue en join the faction with free slots, will we be able to pre-select a faction? will we have the option to add friends and/or to join in a party with several people? BRENT ELLISON: It will vary throughout early access – expect it to be very basic at first with more functionality and “MMO-ness” added over time. That said, for the initial launch we still plan to allow you to pre-select your faction and group with your friends. 14. With the engine being revealed as Unreal 4 (right?), can you comment on the possibility of bringing the game to other platforms and, more importantly, operating systems that aren't Windows? Nathan Richardsson: No engine has been revealed yet, other platforms are still a possibility, but are not confirmed. 15. Can we please get some more in-depth detail on how the Missions System is going to work? How are the missions given to us? Why would we want to do missions? Are missions individually given to each player or to the whole Faction? BRENT ELLISON: I’m not sure where this question is coming from… we have Campaign Objectives for an entire faction and there are Hives that you can enter with special goals that must be performed to complete the hive. In addition, leaders and Warlords can give your group waypoints and orders in the field.