Quelques previews pre-E3

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Je quote les meilleurs passages.

IGN: http://uk.pc.ign.com/articles/887/887600p1.html

Le boss de NetDevil vous parle:
Citation :
According to NetDevil president Scott Brown, "It's really kind of a sandbox MMO much more than a 'here's this pre-built story, now play through these missions.' Kind of the best comparison I would give to it is, it's really more like a Grand Theft Auto style. There's a lot of things going on in the world and you can choose to work with what you want to work with."

"The levels don't give you any benefit, per se, other than unlocking capabilities," said Brown. "There's no dice rolls or anything in the game, it's all about your ship and you abilities as a player...If you're level 12 and you shoot a level 20 you do less damage, there's nothing like that in the game."
Pilotage et interface:
Citation :
Enemies nearby show up on a list on the screen's left side, listed by numbers. To select specific targets you can hit the corresponding number key or mouse wheel scroll through the list. Once targeted, you just follow the arrow on your screen until the enemy is in view, line up your shots and blast away. Depending on your preference, you'll be able to pilot your ship in behind the ship, first-person, and first-person with visible cockpit views.[...]

To help speed across the vacuum there's a boost function on every ship that limits your maneuvering capabilities but will advance you along at a faster clip, ensuring there isn't too much downtime when trying to move through territory.
Divers:
Citation :
In the open servers players can band together in a squad to cut off supply routes between space stations. Items housed in different stations in JE stay there--they're not put into some kind of universal bank. So, if you're sitting at station E and want an item housed in station A, you have to call for it, at which point a ship will launch from A and try to make it to E. Along the way the vessel is vulnerable to enemy fire, so an organized squad could camp the supply line and ensure none of the packages make it through. At that point the items aren't destroyed, another vessel launches from station A carrying the same cargo, so these supply line interruptions are more of an inconvenience than anything else.

A fully integrated voice chat system should help keep players all on the same page when mounting these kinds of efforts.
GameSpy: http://uk.pc.gamespy.com/pc/jumpgate.../887566p1.html

Les Squads:
Citation :
President Scott Brown describes Netdevil's approach to player communities in Jumpgate Evolution as decidedly FPS-like -- think shooter clans instead of the sorts of guilds you see in traditional MMOs. These groups will be called "squads," from the sounds of it, their worth will be measured largely by how many rivals they shoot down. To promote rivalries, the game's official site will generate a page for each squad that will statistically track how well it performs in this brutal sport.
Les serveurs et le PvP:
Citation :
Considering all this, it's clear that Netdevil intends for PvP to play a large role in Jumpgate Evolution. The game will have two types of servers at launch: one in which PvP can only occur in specific zones, making it more or less consensual, and a second, with zero restrictions.[...]
Both types will also feature organized "Battleground"-style instanced battlefields, designed around objectives, with balanced teams.

Free-for-all PvP, though, will factor more heavily in the non-restricted servers, enabling all manner of emergent horseplay that would likely make conflict-averse player yank out their hair in fistfuls. An example: sending in-game mail in Jumpgate spawns a courier ship that will actually travel through space to its destination. It's easy to envision a hostile squad playing the role of the trolls under the bridge (or interstellar shipping lane, as it were), blasting every mail courier bound for an enemy space station whose recipient neglects to pay a toll.
Le crafting:
Citation :
Doing anything productive apart from killing other spaceships requires that you acquire the right licenses. Think of them like the ones in Gran Turismo. Your first foray in, say, asteroid mining will require that you pay a visit to the appropriate corporation and acquire a license to install a mining laser. The more you use it, the closer you get to qualifying for an upgrade... provided your reputation with the corporation is sound.
Same with crafting: You start out making weak weapons, hulls, and sensors, and eventually graduate into the good stuff. Like in most other games, however, you'll be restricted to how many trades you can learn, so don't expect to be able to knock on every corporation's door for entry-level plans.
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