Interview with Gingerbread ExoCorps Co Founder and Technical Director Garin Mazaika

Emanuela (26. September 2020 15:26 )
Interview with Gingerbread ExoCorps Co Founder and Technical Director Garin MazaikaNews  |  DLH.NET The Gaming People

Interview with Gingerbread ExoCorps Co Founder and Technical Director Garin Mazaika


We did an Q&A interview with Co Founder and Technical Director Garin Mazaika about their plans on the upcoming Game ExoCorps. ExoCorps will be released on 09. October 2020 as Early Access Game.

You can finde the Game here: https://store.steampowered.com/app/368040/ExoCorps/

About This Game

Part space suit, part jet fighter, and armed with the latest weaponry, the Exosuit is the pinnacle of infantry powered armor. Engage in intense aerial duels at 200 kilometers per hour, and play Deathmatch and Capture-the-Flag matches in environments inspired by locations on Earth, Moon and Mars.

Drawing inspiration from books like Starship Troopers, movies like Top Gun, and games like Tribes and Counter Strike, ExoCorps is a multiplayer arena built with an emphasis on wickedly fast tactical gameplay and high-caliber weapons.

Q&A Interview

Will there be dedicated servers that players can host?
There is a dedicated server app that we would like to release as soon as it is ready.  Otherwise ExoCorps supports the following - Official Dedicated servers, Player hosted servers, Peer-to-Peer hosting (on most networks) and LAN hosting.  

You plan to release the full Version in between 6-12 months, what is your plan to add in the Early Access Version?
The Early Access version comes with 5 maps, 3 modes All game modes can be played offline with AI drones. Early access is a good phase for use to test out progression models, customization to armor, appearance and weapons so we'll be looking to experiment with various aspects of the game's design and add in any community feedback for building out the final release version.

Will Users who Support you by buying the EA-Version get on full release exclusive content like weapon Skin or so?
We haven't made a firm decision on the player incentives for that just yet but should be able to reveal that in a forthcoming update on our Steam page early in 2021. We definitely want to reward the community of players that supported the Early Access version and continue to play the game when it leaves Early Access. We're just not sure how exactly that's going to manifest.

Are you planning to do Sales on your EA-Version on later Steam Sales? Or no Sales between now until full release?
We'll have a small launch discount on Steam happening for launch week but haven't looked beyond that yet.

Are you planning to support your game after release with more content like DLC´s?
I'd like to think of ExoCorps as being a foundation that we can continue to build upon.  One of the most exciting prospects for me is to build out more maps based on other bodies in the solar system, as well as some alien worlds, because I'm just a huge fan of astronomy and science fiction.  Beyond maps, more customization and more game modes are definitely things that we're looking at.  I don't want to say too much more than that at the moment, but I'll say there are some pretty clear ideas about post-release content.


Will the Soundtrack come to Steam for people who like to buy it?
Ahh, there is currently no soundtrack, as we've been following the Counter-Strike model of having a generally music-less environment.  That said, I think the right type of music could work pretty well and I'd like to experiment with that in the near-ish future.  If we wind up committing to music, I'd hope it would be soundtrack worthy. :)

Will you add microtransaction when the Game is released, like selling cosmetics, chests or other things?
Throughout development we've been running on a strict "no-microtransactions" policy and financial model, and we feel very strongly that loot boxes and purchaseable gameplay abilities, etc. are really antithetical to what we want ExoCorps to be.  However, there have been occasional requests from our playtesters for cosmetic purchases, which has honestly surprised us.  So, while we are very comfortable commiting to a "no gambling" and "No pay-to-win" model, we're tentatively keeping the door open to the possibility of purchasable cosmetics.  Let's say it's something that we're open to and we'll be paying attention to what our community has to say about it.

Since this is an Online PvP, how is the game done with leveling, skills and weapons to stay balanced?
Rather than classes or skill trees, we've opted for a design model that gives every player all the tools in the kit as part of the default loadout.  The Multirifle has six distinct firing modes, and the exosuit has another four abilities (five if you include the ability to fly).  Each of these weapons and abilities is going to be valuable in different situations and environments, and it is up to the player to decide upon their style of play organically.  The game is built from the ground up on creating very dynamic "dogfight" types of engagements, where fluid maneuvers and changing tactics can test skilled players against each other.  There are no 'levels' and no 'skills' to unlock, just learning to pilot the "combat kit" and honing your split-second decision making.

That said, I also want to mention that some of the weapons and abilities are far more accessible to use than others.  High rate-of-fire weapons, explosive shells and homing missiles mean that you definitely do not need to be an expert marksman or tactician to be able to meaningfully contribute to a match or win an aerial duel.  It's hard to outmaneuver four thousand rounds a minute.

On your trailer you can see a character using a jet-pack, it also looks like you can fly for an infinitive time, is that so? And if not, how do you plan to be able to refill this in PvP?
The primary resource of ExoCorps is Power.  Health, Jet Pack flight and the Multirifle all use Power, and Power is always recharging.  Flight takes ever so slightly more Power than it's recharge rate, so you can fly for a long, long time.  But if you're flying and shooting, power drains faster.  This dynamic means that a player is very free in terms of their ability, since everything recharges, but the player is still always balancing against their options because recharging still takes a bit of time, and can leave you vulnerable. Do you make the long jet pack jump to a better vantage point across the map creating a heat signature or do you move on foot to an ambush point knowing you'll have a fully charged capability in your Multirifle to deal out a devastating barrage?

The game encourages players to think about their tactical capabilities since there is a positive and negative to both flight and combat.

Any plans on doing a PvE Modus to explore the big map before playing on it against bots or other players?
ExoCorps supports vs AI both online and offline. The maps we have can support up to 10 players and we have three modes of gameplay. Deathmatch, Team Deathmatch and Capture the Flag

Trailer:


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