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We’ve got some exciting news for everyone! Over the past few months, we have been working on getting a quick Q&A together with a Slant Six developer regarding FTB3. We are proud to tell you that we have the answers to those questions! Some of this information you may have already known, and some of it you may have speculated on, but we now have solid answers to a number of different questions that you were probably wondering about.
We also would like to thank SCEA Community Manager, AbigaleSS, for her hard work in making this happen. Without her work, none of this would have been possible.
Kevin Franklin is a designer at Slant Six Games, and we have to thank him for taking the time to answer these questions. Check out the Q&A below:
SOCOMFTB3dotCOM: In past SOCOMs, a lot of issues arose from the fact that the PSP 2000 and 3000 loaded a game quicker than the PSP 1000. This lead to the players with the newer models gaining an unfair advantage by starting the round earlier. Are measures being taken to prevent this from happening in Fireteam Bravo 3?
Kevin Franklin: We’ve spent time testing and evaluating Fireteam Bravo 3 on all PSP models, and we’ve taken into consideration both model variance and load method (UMD, MemoryStick, or PSP Go internal storage). To maintain a fair and fun experience for all players, the loading code ensures everyone joins the game at the same time, and owners of newer models will not have an advantage. In addition to load times, we’ve also balanced the look and feel of the game to perform on all screen types offered. We’re happy to say that Fireteam Bravo 3 provides a complete experience regardless of PSP Model.
SOCOMFTB3dotCOM: In terms of online rankings, will we see a system that resembles that of the earlier Fireteam Bravo games, or will it be similar to the one that Confrontation has?
Kevin Franklin: Fireteam Bravo 3 provides very strong rank and reward features, complimented by a host of community tools and systems. FTB3 includes a classic rank system using Navy insignia, players may build up their rank through their performance in ranked games. In addition to player ratings, clans also have ratings and records. The new and improved ‘Clan Challenge System’ offered in FTB3 makes it easier than ever to compete in clan wars, clan practices, or clan matches. Extensive leaderboards provide bragging rights for both players and clans. The in game economy works across single player and multiplayer, with tons of customization options, weapons, and attachments to spend hard-earned CE points on. We’re really excited about the multiplayer features in FTB3.
SOCOMFTB3dotCOM: Would the team ever consider developing downloadable content to put up for purchase on the PlayStation Store?
Kevin Franklin: There are no plans to release DLC for FTB3.
SOCOMFTB3dotCOM: Will any multiplayer maps be making a return from either Fireteam Bravo or Fireteam Bravo 2?
Kevin Franklin: Fireteam Bravo 3 features 8 all-new multiplayer maps. The design of one new map: ‘Market Week’ was inspired by the popular FTB2 map ‘Market Day’.
SOCOMFTB3dotCOM: What types of game modes will we be seeing this time around?
Kevin Franklin: FTB3 features a full cooperative play campaign, and cooperative, player tuned custom missions. On the competitive side, FTB3 offers: suppression, free for all, tug of war, demolition, and the all-new leader mode. Multiplayer modes are very deep, with a strong set of rule variants supported. Players can fine tune settings of game modes, and create Elimination or Domination games. Players can also choose whether to use the health regeneration system, or the classic health bar. Featured spawn modes include: no respawn, classic respawn, and the FTB favorite captive respawn.
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