When a player first begins to play "Exteel", they are given a basic, low-level mechanaught free of charge which they begin their careers off of. Through play, they will acquire credits which can be used for purchasing future upgrades, repairs, weapons, and Skills. [3] The player is given the choice to equip various weapons such as swords, spears, shields, SMGs, shotguns, rifles, and hand-held/portablerocket launchers (shoot solid slug projectiles) & cannons (self-guiding explosive or energy round).[4] to fully customize their Mechnaught. Similarly, all mechanaughts can be customized for different levels of armor, speed, and heat reduction according to the player's preferences by swapping out the head, core (torso), booster (backpack jump/thruster unit), arms, and legs. Paint colors can also be purchased for limited time (usually 30 days before expiration). Complete pre-arranged mechanaught "sets" (minus customized boosters and weapon arrangements) can be purchased with different playing values.
There are three classes of mechanaught to choose from in the game- Light (little armor but greater speed), Standard (better armor but slower speeds), and Heavy (thick armor but poor speed). All parts of a mechanaught are based around these classes, with some being more balanced for one type than another.
Using specific types of weapon pairings, players can then purchase Skills- powerful attacks which can confuse and overwhelm opponents with their speed and fury. Skilled attacks are dependent on how many Skill Points (SP) a player has, and can only be used a limited number of times in a single match. Skills will expire after 30 days of play (not based on calendar days), and will then need to be purchased again to continue their use. When using a Skill, a player's mechanaught will be momentarily invulnerable until the attack is finished. Also, when a melee-range Skilled attack involving physical contact is used (with a sword, shield, and/or spear), the victim's mechanaught cannot be controlled by the player until the attack has ended.
The gameplay is all about fast-paced action. There are 5 gameplay modes available, with a maximum of 16 players (eight per side) at any time, though lower numbers can be set beforehand. If a player's mechanaught is defeated, they can come back spawn at no expense to their credits within a few seconds. However, their number of defeats in any match will appear on their record. All games are limited by a timer, which runs no longer than 12 minutes, and can be adjusted for shorter times.
Modes of Play
Most matches center around specified markers in the battlefield map called "aerogates". These are points of occupation that must be defended against for a positive outcome. An invading player can merely step onto one to begin a capture process which will take several seconds. (Multiple allied players standing on a single aerogate will decrease the amount of time it takes to capture.)
Around most aerogates will also be a small number (usually 1 - 2) of healing pads which will restore the health points (HP) of a player's mechanaught. However, healing pads have both a limited time of use for the allied side, and need time to restore themselves before they can be used again. Enemy players cannot utilize allied healing pads unless they capture the associated aerogate first.
Death Match
- A free-for-all, no holds barred fight to the end where players go solo against everyone else in the match. Aerogates and healing pads are not involved here.
Team Death Match
- Called "Team DM", it is the same as above, but you are paired up with teammates for group battles. Aerogates and healing pads are not involved here. But if a teammate has a Rectifier unit, they can restore your Health Points (HP) in-battle.
Territory Control
- Similar to Team Death Match, the main objective is to capture neutral and enemy aerogates. Every team has a main aerogate which is heavily defended, called a base. Capturing the opposing team's base results in victory regardless of the number of aerogates in control. However, in the event that the timer runs out without either team losing a base, the team with the most number of aerogates under their control wins.
Capture the Flag
- Called CTF, players are split into two teams. Similar to Territory Control, but with the added objective of making it to the enemy team's home aerogate and stealing their flag. The winning team is decided by which side captures the opponets flag the most witin the 10 minutes of game play. If both teams capture the same ammount of flags the match ends in a draw. If a player holding a flag is destroyed, the flag is automatically restored to the opponents side after 5 seconds; the exception is, an allied player can grab the stranded flag before this happens.
- Unlike Territory Control, the number of aerogates occupied does not determine the winning team. In other words, if your flag is taken, your team loses even if you occupy the majority of aerogates. When a player captures an enemy flag, it appears on the back of their mechanaught everyone to see, and will half the Maximum EN [Energy] of the flag runner.
Last Stand
- Players are lumped into one team (which can go up to 8), and they fight together to destroy large numbers of computer-controlled drone mechanaughts. The drones appear in large groups at one location near the allied aerogates. The allies' objective is to defend the aerogates against these assaults. If one aerogate is captured by the drones, the game will end early. The resistance and number of drones appearing at once can be increased only according to the difficulty level set by the master of the room before a game is started. The higher the difficulty level is set (ranging from 1 to 5), the higher score their is with each drone kill for the player(s).
- An enemy base is created in an isolated location. This base is very heavily guarded against by drones and difficult to reach by any other avenues, preventing surprise flanking maneuvers. Once the guarding drones are defeated, players can then engage the 'boss' structure: a glowing sphere atop a small pedestal.
The allied team can split up or stay together at their discretion in order to engage the enemy base; a typical tactic is for some to remain behind to continue guarding the aerogates from repeated drones, while others assault the base's location. Destroying the base will not affect the rate of appearance or number of drones appearing in an assault. However, it will provide a bonus score to all players (even if they didn't participate in the raid).
- The 'boss', called "Dudley Annihilator" in-game, is both more resistant to attack than drones, and fires an all-range energy grenade weapon which can easily destroy player mechanaughts within a few hits. This weapon is guided, and can follow player's movements once fired within its range. (I.e, if a player leaves its firing range, they will still be hit, even if dodging.)
For both Territory Control and Capture the Flag, stationary drone mechanaughts with powerful long-range siege cannons or rockets will appear to automatically defend allied aerogates. If an aerogate is captured, the drones' allegiance will also switch. Unlike the drones in Last Stand, however, these have better armor, requiring more hits for a single drone. If destroyed, a drone will automatically re-spawn after a few seconds. If an aerogate is neutral (i.e. has not been fully captured), no guarding drones will appear.
So, yeah, that's a pretty good summary. Luminaflare and I just started playing it today, and it's pretty good if I do sa so myself. My mech is currently dual-weilding a spear and a katana..so it get's really nasty when I fight.
System Requirements:
800 MHz CPU
256 MB RAM
1 GB available hard disk space
Windows 2000 or XP. (Vista also seems to work)
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