Momentum Mechanics
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Momentum Mechanics
Momentum Mechanics is the description for the layering of content allows for people finding their own level within WildStar.
The guiding principle of this concept is Recognise, React, Reward. To allow players to Recognise what is happening, to React to what is happening, and to Reward what they did.
Momentum Mechanics are being embedded into every aspect of WildStar. Most notably so far, we have Quest Momentum and Combat Momentum
Quest Momentum
Quest areas for WildStar are arranged in layers to provide a rich and varied Gameplay space. Each layer will allow for different playstyles and sometimes Paths. Advanced players will be able do some or all of these things simultaneously, and will get rewarded for doing so. Starting or slower players can do some or all these things one at a time, and still get rewards albeit more slowly.
Example Set of Quest Layers...
NPC Reputation
Can recognise special NPC's and killing near them rewards NPC faction reputation
Scientist Path
Can recognise mutations of the mobs, and be rewarded with bonuses for killing the mobs
Explorer Path
Can recognise places/vistas near to the quest area
Challenges
Game will recognise the players kills (speed, ), react by offering challenges to reward the player
Spontaneous Quest Hubs/Instances
Game will have a chance to spawn random quest hubs or instances
Discoveries
Players can recognise Discovery nodes which will reward with random items, temporary dungeon entry points, or even environmental changes
Ecology
NPC creatures all have their own ecology - they will hunt other mobs, if they get hungry they will go and feed, if thirsty they head for the nearest water, and if you scare them they will flee from you.
Combat Momentum
Combat Momentum is most visible in the inclusion of many creatures using the Threat Indicator mechanic. The mob will telegraph an incoming attack by one of various red indicators on the floor.
![[IMG]](http://wildstar-central.com/assets/wiki/momentum_threat.jpg)
So long as the player reacts to this indicator by either dodging away, interrupting the attack (via some kind of crowd control ability) or simply kill the creature before the attack plays out, they will get an additional reward for doing so (aside from also not being hit) - a brief period of vulnerability in the creature (for bonus damage), as well as an XP bonus for evasion.
The game will also reward quick kills, double simultaneous kills and triple simultaneous kills with XP bonuses.
As players become more advanced/higher level over time then more simultaneous combat layers will be presented - either through more creatures or more advanced/challenging foes.
Sources
http://wildstar-central.com/index.php?media/carbine-studios-presentation-part-2.50/
http://wildstar-central.com/index.php?media/carbine-studios-presentation-part-3.51/
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© Jason Axelrod from 8WAYRUN.COM