How do you build a better warrior? Militaries have tried for centuries to answer that question, but you’ll be able to figure it out for yourself when DUST 514 launches next year. Infantry dropsuits are designed to protect and sustain the wearer in even the harshest environments. Different dropsuits offer specific bonuses to speed, mobility, defense and configurability. Like starships and planetary vehicles, dropsuits come in a variety of shapes and sizes, each with a unique slot configuration and powergrid (PG) and CPU that inform the decisions you make when customizing your chosen dropsuit.
The number and type of slots determine the modules (interchangeable hardware components that enhance or otherwise alter the functionality of the dropsuit), weapons, and equipment you can fit. The slot types available on dropsuits are as follows:
The handheld weapons are a key part of any MMOFPS and DUST 514 is no exception. There were a few things that were very important to us.
Firstly, we wanted to avoid the feeling of “Vietnam in space” that you sometimes see in sci-fi games. The goal was to create weapons that had recognizable roles but used more advanced technologies than the equivalent weapons of today. The power of these guns would tear apart a modern day battlefield. In DUST 514 the only way your mercenary can survive the power of these weapons is due to the advanced shielding and armor of the dropsuits they wear. Without them, simply firing these weapons would severely injure or even kill you!
Secondly, it was important to us that the weapons felt like a natural part of the EVE universe. In the same way that the ships in EVE have distinct racial designs and specialties, the weapons of DUST 514 had to encapsulate the values and technology of the race that created them.
Vehicle classes in DUST 514 resemble modern day battlefield armored vehicles but are more menacing…and multitudes more lethal. You can also customize the vehicles with weapons and modules to ensure highly dynamic and constantly evolving gameplay where no single vehicle can impose absolute supremacy. The ultimate goal is to create an experience where players make meaningful choices based on their surroundings and situations when deploying vehicles.
Vehicles are highly customizable; these units can be fitted with a broad arsenal of armaments, bolstered by modules that can be installed to apply bonuses and abilities to further enhance a vehicle’s combat effectiveness. Players will be able to choose arms from all the familiar EVE Online weapon classes, from energy-based laser weapons, blaster and rail cannon hybrid technology to traditional projectile and missile weaponry. Each of these weapon types are divided over racial factions, having an affinity towards vehicle hulls from similar origins. Vehicles like the Caldari heavy attack Vehicle (HAV) for example, are well suited to using technologies embraced by the Caldari, such as their powerful armor-rupturing railgun cannons.
DUST 514 is an MMOFPS coming to PS3 with large-scale vehicle and infantry combat taking place in – and with a real time connection to – the EVE Online universe on PC. Players are able to band up into corporations (e.g. guilds) and wage territorial conquest on thousands of planets. Following is a thematic description of Rapid Deployment Vehicles, or RDVs. The RDVs deliver vehicles to players on the battlefield, provided that they own the vehicle’s blueprint, and are skilled for its operation. The RDVs are AI driven, with a robust pathfinding system that allows them to deploy anywhere on even the largest battlefields. (We will give more insight into the game’s vehicle mechanics in a blog post soon.)
Shrouded in advanced optical stealth and guided by automated networked navigation systems, the J42 “Sky Lift” RDV (Rapid Deployment Vehicle) drone is able to deliver even the heaviest armor, with pinpoint accuracy, anywhere on the battlefield. The proliferation of this invaluable tech has changed the face of ground warfare in the EVE universe, giving front-line commanders the ability to strike enemy positions with little warning or reinforce vulnerable points at a moment’s notice.
DUST 514 is an MMOFPS on the PS3 with large-scale vehicle and infantry combat taking place in, and with a real-time connection to, the EVE Online universe on PC. Players are able to band up into corporations (e.g. guilds) and wage territorial conquest on thousands of planets. What follows is a thematic description of Mobile Command Centers, or MCC’s. At 200 meters in length, these vehicles represent the largest, most powerful weapon a team can acquire, and are flown by a team’s commander. Oftentimes, destruction of the MCC means victory on the battlefield (we’ll give you more insight into the game’s command hierarchy, a system that allows players to form squads that are led by a player commander, in an upcoming PlayStation.Blog post).
Colossal. Imposing. Devastating. Any of these words could describe the MCC, but only one truly sums it up: Control. The MCC is the nerve center of any army, the backbone upon which wars are waged and battles won. It is from here, locked within the confines of a modified hydrostatic pod, that the
commander orchestrates the fate of those on the ground below. He does so having never set foot on the battlefield, but with the collective knowledge and situational awareness of every unit that has. If knowledge is power, it is the commander who wields it.
This is CCP Lin, and I am a Server Architect on DUST 514. In this devblog, I would like to cover at a high level some of the online technical aspects of DUST 514, including the challenges we have met, and the approaches we take to handle them.
As a Server Architect on the project, I am responsible for integrating the DUST FPS multiplayer battles into the EVE universe, as well as optimizing the DUST battle servers to perform even better. Unlike normal FPS multiplayer games, DUST 514 has heavy MMO elements. And unlike normal MMO FPS games, DUST has heavy interaction with one of the most successful MMO space games – EVE Online! This imposes challenges on what technologies we should use in order to have this level of interaction with EVE, while keeping FPS gameplay as smooth as possible.
While continuing to rely on the Unreal 3 engine for the FPS multiplayer gameplay for DUST, the interaction with the rest of the EVE universe should naturally take advantage of utilizing some existing EVE online technologies. Think about a simplified flow of how a DUST battle might begin:
We haven’t heard a great deal about DUST 514 since it was shown at E3 2011, other than that it’s a first-person shooter connected to the vast sci-fi universe of PC MMO EVE Online, and that it’s coming exclusively to PlayStation 3. When developers CCP made the trip from Iceland to London to outline their vision for this new addition to their immensely popular EVE universe, I came out of the meeting amazed at the scale of the project. Suffice to say, DUST 514 is not just another shooter.
After the meeting, I interrogated Brandon Laurino, Executive Producer at CCP, to find out exactly why PlayStation 3 owners should be getting excited.
DUST 514 is a very different type of game. Yes, many people say this about their respective game titles — everyone thinks their baby is special, right? We really mean it though.
When playing your FPS title of choice, have you ever wished that there was something more to it beyond your rank, weapon unlocks, your kill/death ratio and leaderboard prominence? Those things are all great – but what if those matches you fought in actually meant something? What if your successes and failures against your opponents impacted the course of events in a vast setting, potentially changed a virtual world and the gameplay experience of thousands of other players?
DUST 514 is that game.