SECTION 8 EXCLUSIVE INTERVIEW![]() Posted by Outpostgamez on May 6, 2009 02:50 (318 days ago) |
Section 8 Exclusive Interview
April 6th 2009
Q: When a player burns-in to drop on a location, can you explain how you will touch down and what type of control you will have when you drop on a location?
1. A: The player essentially has two choices when burning-in. They can either drop quickly without braking or they can choose to use their air-brake, effectively slowing their descent. The advantage to braking is that the player will be able to steer their way through the air for a more precise landing, possibly avoiding some of the perils of battle. If the player does not brake, they will slam into the ground at an incredible rate and suffer a very brief disorientation. Of course, this method of burn-in can also serve as an extremely deadly weapon when landing on top of objects or even other players.
2. Q: From past interviews, there is nothing in regards to map restrictions. Could you tell us if there are any and if so, how will these be balanced during burn-in?
A: When players are preparing to burn-in, they will be provided with a birds-eye tactical view of the battlefield and choose where they will begin burning-in to. The player will be able to burn-in anywhere on this map, though they will want to be weary of dropping into the deadly radii of hostile AA Turrets.
3. Q: It has been mentioned that the player will be able to purchase a variety of different deployable. Since this is a first-person shooter, how will players earn credits/points?
A: Players will be rewarded for their actions on the battlefield. For example, attacking or defending a base well, capturing a Control Point, repairing teammates, assisting in kills, providing sniper cover, or completing Dynamic Combat Missions will all reward the player with the ability to purchase different deployable vehicles, turrets, and other aids.
Q: How do you choose where you’re going to burn-in on the map? Do you just click a spot on the map to where you want to burn-in?
A: The player will have a tactical, birds-eye view of the battlefield prior to burn-in. They can make any adjustments to their load out during this time. Then, they will be able to select any location on the battlefield to begin burning-in. The burn-in process does not stop here though. The player must make a choice between braking and steering their path for a more precise landing, or not braking for the quickest, yet least controlled landing. Players need to be careful during this process; those foolish enough to burn-in too close to AA turrets or other hazards will surely meet a grim fate.
Q: What type of environments will we see in Section 8
A: Section 8 will feature a variety of environments from lush, green planets to barren desert planets. Each map in Section 8 has a very unique feel and defining characteristics that should make for a memorable battle each and every time.
Q: Many people have asked if it would be possible to burn-in to indoor locations. Also, will we be able to fight inside of buildings/underground bunkers?
A: It is possible to burn-in to a building if it has an opening on the roof. However, the player will be burning-in from their drop ship over 15,000 feet in the air much too high for the ceiling of any building! There are plenty of interior and exterior areas on each map so players will have to change their tactics accordingly.
Q: Will there be support for modding, user-made levels, and such? Will an SDK and/or level editor be released with or shortly after release?
A: We will have more information on this later, but we are extremely supportive of our community. Head over to the <a href="http://www.timegate.com/forum/forumdisplay.php?f=43">Section 8 forums</a> and join the discussion!
8. Q: In other interviews it has been suggested that you will have to find items in order to be healed or you will be able to heal yourself. Can you explain this?
A: If a player sustains enough damage to their armor, they can repair it in two different ways. The first way is to visit any friendly Supply Depot which can repair the player’s armor. The other way to repair a player is to use a repair tool that can be equipped in a players load out. However, this repair tool is not limited to repairing the players themselves or their teammates; it can also be used to repair any turrets, deployable, or vehicles on the battlefield.
9. Q: It has been stated that everything is decided by the player, the lay of the land, buildings and more, what is meant by this and can you explain in further detail?
A: Whether its burning-in from 15,000 ft. to anywhere on the battlefield, creating your own custom class with fully customizable load outs, purchasing a variety of on-demand deployable and vehicles, or participating in the variety of exciting Dynamic Combat Missions throughout each game, the player will be faced with near-limitless choices to play the experience they want to play in Section 8.
10. Q: In another interview, it was said that players pet peeves is team killing in order to obtain and location or vehicle of some sorts. What can you tell us you have done to avoid this?
A: We have a variety of effective measures to limit the amount of team killing and vehicle stealing in the game. Also, each player will have an equal opportunity to purchase their own vehicles or deployable they have earned in combat, minimizing the need to steal vehicles in the first place.
11. Q: Where will this game fall in terms of tactical versus arcade?
A: Section 8 is an intense, futuristic, tactical first-person shooter. A player with a good balance of battle prowess, teamwork, and strategy will be the most valuable on the battlefield in this game.
12. Q: How in-depth will the level of customization be? What can we do with the armors, weapons and classes?
A: There are options for nearly every aspect of the players powered armor suit, and no one is confined to a specific class. Nearly everything is customizable and can either be saved or loaded on the fly from countless modifications on player weapons and powered suits; the choices are limitless.
13. Q: What is the health system like? Are there three tiers to it (Energy shields, Armor, Health)?
A: Each powered armor features a shield that helps mitigate damage from battle. Coupled with the armor itself, there are two tiers in the health system. Once a player’s armor is destroyed, they will die. These are extremely deadly weapons of the future; one hit to a player not protected by armor and they are eliminated.
14. Q: What can you tell us about a squad based system being implemented? Will you have VOIP and if so, how many people?
A: Squads will be included in the game and will play an important role. We will feature a variety of communication options to the player to ensure they can execute the most difficult mission objectives with the most effective and streamlined communication possible.
15. Q: There seems to be several types of modes of play. Can you elaborate what these modes are in further detail?
A: Section 8 will feature many different options for both multiplayer and single-player. Whether the player chooses to play online, over LAN, or alone, they will have many different options available for play.
16. Q: Will there be specific kits for performing different roles like assault, sniper, support etc?
A: Unlike most other games, Section 8 will not feature specific classes that railroad the player into playing as a preset class. Instead, players will be able to equip their powered armor suit the way they see fit. There are countless options for nearly every aspect of the players suit and weapons; no one is confined to a specific class, but given the option to create their own. Everything is customizable and can either be saved and loaded on the fly or changed in-between burn-ins.
17. Q: What type of servers will S8 be running on? Will teams be able to lease there own? Will there be stats or do you have something else in mind?
A: Well have more details on this soon, but it is important to us to offer a variety of different options to the player.
18. Q: What will be the maximum amount of players?
A: Well have 16+ on the console and 32+ on the PC. We are still optimizing the games performance, so these numbers may increase over time.
Thank you for the interview, Outpostgamez looks forward to the release of Section 8.
outpostgamez@verizon.net
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Dec 30, 2009 10:04:27 (80 days ago )






