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 Team Areola - Ethermoon Interview
Ethermoon Entertainment President, Martin Snyder on Ethermoon's new game, Strifeshadow

Introduction by o]SK[o:

As many of you already know, Strifeshadow is a new multi-player only RTS game that has recently been released by a company called Ethermoon. A lot of the game creators are Starcraft fans, some of whom you might have heard of before (Zileas, YourRoleModel, Praetor, Pillars--as a tester). I recently had the pleasure to sit down (well, I was sitting when I wrote the questions :P) with Ethermoon president, Martin Snyder and ask him a series of questions about the game from a Starcraft point of view. Basically, the questions were asked so that SC fans could have a better understanding of the game using SC as a knowledge base. At any rate, here's the interview...


teamareola.com: Since Strifeshadow is a multiplayer only game, does this mean no computer AI has been created yet for 1 player mode, or does it simply mean scenarios and a story line have yet to be created?

Ethermoon: Think in terms of how you'd play a board game like Risk. That's what we mean by multiplayer only. There is no computer opponent for any of the game modes, you can only play against other human opponents. A computer AI is only one aspect of a single player portion of an RTS game (storyline and scenarios are others of course as well as media creation, voice acting, etc...). Honestly, we feel that if players really like single player RTS games that there are plenty of them out there, and plenty more on the way. It's not something we thought the world needed. Compare that to multiplayer RTS games, and there haven't really been many that offer a valuable game play experience for an extended period of time.

As for a story, Strifeshadow does have one. Strifeshadow is intended to support fans in the myriad of things they like to do to extend games. StrifeEdit is a big part of that, but our story is too (so people have a context within which they can place their creations). Chapter one of the story is available in PDF format on our website: here

The full story is available on the Strifeshadow CD only and is also in PDF format. It's about 115 pages long or so.

teamareola.com: It's been said in your FAQ (and appears that way in the game) that Strifeshadow focuses more on battle tactics and less on resource management. Does this mean peon raids are a tactic of the past?

Ethermoon: Yes and no. You don't really "pump peons" in Strifeshadow the way Starcraft fans will be accustomed to, so raiding peons takes on another meaning. Resources are just as important though, they are just collected in a different way. You're more likely to raid Aether towers than peons (depending on your strategic goals) as towers are the primary resource collection vehicle.

When you collect Aether, you build a series of connected towers, much like telephone poles. As you build your network, you expose more and more of yourself to attack. Damage to a tower, or leaving too much distance between towers will decrease the efficiency of your collection network. Of course you can repair and/or add towers to maintain a 100% collection rate. Ikon and Arikon are both mined in a form similar to vespene gas in Starcraft in that you build a structure and then put units to work in it. In Strifeshadow though you usually need only one people (throughout our resource system, you never have to ask yourself if you're mining at peak efficiency - it's all spelled out so you know for sure what's going on). Peons are also used to set and disarm traps - so in terms of peon raiding, you're usually trying to accomplish one of the following:

  • 1 - Prevent your opponent from building structures and traps, prevent repairing, or otherwise force him or her to spend resources on replacements
  • 2 - Prevent your opponent from being able to easily detect and/or disarm your traps
  • 3 - Prevent your opponent from mining Ikon and/or Arikon, and potentially steal those resources for yourself. When you kill a peon carrying resources, they drop to the ground and can be collected by anyone's peons.


teamareola.com: What kinds of innovative features does Strifeshadow offer that differ from current RTS games?

Ethermoon: We have a section of our website that discusses this in pretty fine detail: Strifeshadow Features Strifeshadow distinguishes itself in three key areas - Strategic depth, tactical focus, and community features. Strategic depth refers to the wealth of options available to the player at every turn in the game. Almost every situation has at least 2-3 viable response options. The tactical focus refers to the variety of features that reward a player's unit control. In some cases, it's unit specific dealing with spells and special abilities. In others it's more general things such as our directional damage system which rewards flanking and pincer moves.

The community features refers to the variety of features that are used "outside the game" - things like:
  • - Automated 1v1 ladder, 2v2 ladder and tournaments
  • - StrifeEdit which allows you to create maps and game mods
  • - Replays including a replay annotation feature


teamareola.com: Does Strifeshadow have defensive structures, and if so, how do they work?

Ethermoon: Each race has one defensive structure which is general purpose. It can hit both land and air units with significant power. There are restrictions on placing defensive structures though. You can't place them too near other objects, but at the same time they must be near a working Aether tower network. In all but the most obscure applications, they are used for defensive purposes only.

In addition to this, each race has 3 traps that can augment it's defense. One of these is always a direct damage trap, while the other two perform a variety of other tasks such as spying, teleporting, paralyzing, etc...

Traps are placed by worker units and can be detected either by other worker units or by activating the trap. Traps can be removed by worker units, siege weapons, or by activating them too many times, causing them to burn out. Normally a trap is activated by having units walk over it, triggering the trap and causing bad stuff to happen to your enemy.

teamareola.com: You have included an editor with the game. What kinds of things are possible with the editor and are we likely to find "The Fastest SS map ever?"

Ethermoon: The editor is actually the tool that Ethermoon created (or Artius created) used to assemble the game, so you can make more or less anything with it. Obviously you can make maps, but you can also make balance changes, create new units, and even create whole races. All of this is easily integrated into the game, and can be shared with other players when they join a game you host.

Of course, you can also use StrifeEdit to examine the existing units and races in great detail.

Someone will probably make a stupid map or mod sooner or later. How successful something like that is really depends on the community more than us. We try not to encourage stuff like that though as it causes breakdowns in the game dynamics.

teamareola.com: Damage types and unit size play an important role in SC as far as tactics go. Are there damage types in Strifeshadow or some sort of tactical equivalent?

Ethermoon: Yes, there is a counter system built into the Strifeshadow engine. It's not focused on groups the way Starcraft is, rather Strifeshadow is based on unit types. For instance, archers are more effective against air units than they are against other units.

teamareola.com: Is there a way to write AI computer scripts or will there be a way in the future?

Ethermoon: There isn't right now. It's something we're considering for the future though.

teamareola.com: From playing the demo, the controls look to be very similar to controls of any RTS. Does Strifeshadow have any more controls for the more advanced players?

Ethermoon: No, we more or less stuck with a simple control structure like that. Advanced players typically don't press the UI buttons though, they rely more on hotkeys. We have two hotkey systems. A "logical" one similar to what Starcraft does, and a positional one where the hotkeys are attached to locations on the UI.

teamareola.com: Since units engage other units in melee combat such that they can't turn to face flanking enemies, is there ever a way to retreat from battle, or do you just take extra hits if you do?

Ethermoon: The easiest way to retreat in that situation is to not commit yourself too early in a battle (before you know if you're outnumbered or not). Once you get surrounded by greater numbers, those units are pretty much dead. In even numbers though, you can escape engage fairly easily - you'll only take a couple of extra hits and will probably lose 1-2 units.

Keep in mind that you don't have engage until a few minutes into the game, you have to research it or earn it by having your units level. Also, not all units can be engaged. Most of the basic combat units and spell casters can be. Peons and mid-tech combat units cannot (in general).

Engage slows affected enemy units, but only for a short time, and although it is automatic after research, it has a slow reload time. However when 5-6 guys surround 1 or 2, and each of the 5 or 6 can 'engage' in a slightly staggered way just by nature of when they can reach their target, those 1-2 units are basically "hauled down and killed" if they try to run... so it's better just to fight.

teamareola.com: Are in-depth details of unit statistics available yet?

Ethermoon: Because of the way the combat engine works, specific stats don't have much meaning since everything happens in the context of what unit your fighting against (and potentially several other damage modifiers). You can look up the raw values easily in StrifeEdit, but the most important thing to understand is the matchups. When you face spiders for instance, archers are your best weapon against them, melee fighters your worst, and many other units are more or less even. That kind of understanding is far more important than knowing any numbers.

teamareola.com: Did there seem to be a race preference in beta testing, or do people seem pretty much evenly split?

Ethermoon: A lot of this has to do with play style. We did several experiments with the balance of specific units during the beta which caused the preference to switch fairly often.

I would add that at the end of the beta, and right now, it does indeed look to be pretty even.

teamareola.com: There has been some disappointment in the SC community over the RPG (role-playing game) integration of Warcraft III. Does Strifeshadow have RPG elements?

Ethermoon: Not really. Units can level, but that's about it. It doesn't really impact the game in the way hard-core RPG features would. The idea of Strifeshadow is to refine the multiplayer RTS experience. As many people have realized if you add a lot of hybrid features, you significantly change that original experience.

teamareola.com: For people new to the game, is there a way to ramp up (i.e. play the computer, etc.), or do newbies just have to learn the hard way?

Ethermoon: There are a series of tutorials that explain the game mechanics. Most people jump in and get killed their first game, but they can easily save the replay to watch what was done to them. Nothing gets you up to speed faster than copying your opponent after getting killed. Usually just takes 2-3 games to figure out everything you need to know. For many people that's faster than reading a manual or watching all the tutorials.

teamareola.com: Looking forward, will Ethermoon be starting a new project, or will you guys be simply supporting and expanding Strifeshadow?

Ethermoon: For now it's the latter. We're focused on supporting Strifeshadow and increasing it's availability to international markets.

teamareola.com: Are there likely to be expansion packs for Strifeshadow, and will they be available for a price or as patches?

Ethermoon: Anything's possible - it mostly depends on the community that forms and what makes sense at the time. As for whether they'd be for a price or as a patch, that would largely depend on exactly what we put in it :)

teamareola.com: What people in the SC community REALLY want to know is how the hell you micro your reavers and shuttles so well ;)?

Ethermoon: Ha, too bad for you Zileas didn't answer these questions

BTW... a three ranger drop with the speedy Sylvan Divan Chair can take out unprotected towers quickly in a manner not entirely unlike a Reaver Drop.

teamareola.com: Anything you guys would like to add to this that would be of interest to the SC Community, feel free to add. :)

Ethermoon: I would add that as a Starcraft player myself, I was frustrated that very few other games offered that fresh and new feeling of discovery when playing online with other players... it seemed like, other than Starcraft, very few other RTS game paid much attention to the player vs. player details and balances that made learning SC so much fun. We've had people tell us that Strifeshadow has given them that same feeling of discovery and excitement when you start to get past learning the units and start to try out different combinations of strategies and tactics.

For more information please visit: http://www.ethermoon.com
 

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