Light everyone! Today’s blog post will give you some insight into ship cockpits in the world of Aqua.
The cockpit connects player and environment and provides vision and a basic connection to all the things you can explore out there in the depths. Each discovery and each battle you fight is based on the man-machine interaction and the vision your cockpit can provide.
That’s why it is fundamental for us that the look and feel is realistic and that you enjoy your time in the command center of your ship.
The ship cockpit will provide information about ammunition and how deep you are. Furthermore the displays will monitor the damage status of the ship’s hull. The cockpit will keep you updated on how many blows your ship can take before your enemies send you down to Davy Jones’s Locker.
The cockpit has two sides to it. The aesthetic one, the goal to improve the game experience as much as possible and of course the practical one with the purpose of making the combat manageable and to gain leverage against your opponents.
We think both elements are equally important. Having a flashy cockpit with dozens of LED lights but being ambushed while facing an indicator error is equally unpleasant as being the best pilot out there in a bland cockpit.
Some of those elements are:
Scan Range
The cockpit assists the player by detecting incoming ships and other distant “active” creatures.
Depth Reach
Allows the player to explore deeper parts of a level due to stronger and better pressure control systems. This stat is strongly connected to the large amount of vertical gameplay we are planning.
Map Assistance
Map assistance marks various things on the player’s map. For example shipwrecks, cavities or outposts and stations. The higher the level of the cockpit, the better the scans and the more assistance is provided. The deep sea treasure hunt stays challenging though as some wrecks/objects can’t even be detected on the highest level.
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