Wednesday, 16 December 2009 21:47
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.