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{"id":3124067,"date":"2019-07-16T11:55:00","date_gmt":"2019-07-16T09:55:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/killsquad-auftraege_fuer_weltraum-kopfgeldjaeger_kooperatives_action-rollenspiel_in_den_early_access_gestartet\/3124067"},"modified":"2024-05-13T10:23:33","modified_gmt":"2024-05-13T08:23:33","slug":"killsquad-auftraege_fuer_weltraum-kopfgeldjaeger_kooperatives_action-rollenspiel_in_den_early_access_gestartet","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/killsquad-auftraege_fuer_weltraum-kopfgeldjaeger_kooperatives_action-rollenspiel_in_den_early_access_gestartet\/3124067","title":{"rendered":"Killsquad: Kooperatives Action-Rollenspiel in den Early Access gestartet"},"content":{"rendered":"Killsquad<\/a> von Novorama ist in den Early Access auf Steam<\/a> gestartet. Der Titel ist ein kooperativ spielbares Action-Rollenspiel f\u00fcr bis zu vier Spieler, in dem man als Weltraum-Kopfgeldj\u00e4ger verschiedene Auftr\u00e4ge annimmt, um Geld und Materialen f\u00fcr neue Ausr\u00fcstung zu erhalten. Die Ausr\u00fcstung, die blo\u00df auf Waffe, Gear-Mod und Protoype Gear beschr\u00e4nkt ist (also nur drei Typen), legt dabei die Kampfst\u00e4rke des Charakters fest – und zu welchen Missionen man Zugang erh\u00e4lt. Gerade der Ausr\u00fcstungsaspekt wirkt lediglich auf das N\u00f6tigste beschr\u00e4nkt.

In den eigentlichen Missionen, die zwischen 15 und 20 Minuten dauern sollen, erledigt man in typischer Hack-&-Slay-Manier die Gegner und weicht Attacken aus. Farbige Fl\u00e4chen auf dem Boden helfen bei der Orientierung, wohin zum Beispiel der Gegner schl\u00e4gt und wie gro\u00df der Angriffsradius ist. Beute in Form von Kisten findet man in den zuf\u00e4llig generierten Gebieten nur selten. In den Missionen kommt es prim\u00e4r auf den Kampf an. Gesundheitspakete und Co. werden im Solo-Modus ziemlich selten hinterlassen.



Vor dem Early-Access-Launch von Killsquad konnten wir mit Ricardo Cevallos (Produzent bei Novorama) \u00fcber ihr Spiel sprechen.

4Players: Im ersten Video sah Killsquad aus wie ein Twin-Stick-Shooter. Aber es scheint eine Mischung aus einem Twin-Stick-Shooter und einem Action-Rollenspiel zu sein. Wie w\u00fcrdet ihr euer Spiel selbst einordnen?<\/strong>

Ricardo Cevallos: Ja, Killsquad ist eine Mischung aus Diablo und MOBAS (Multiplayer Online Battle Arena wie Dota; basierend auf dem Fortschrittssystem w\u00e4hrend des Spiels) und es hat auch eine Action-Rollenspiel-Steuerung.
\u00a0
4Players: K\u00f6nnt ihr einen \u00dcberblick \u00fcber die Klassen geben? Geh\u00f6ren Assassine, Krieger, Spezialist und Support in die klassischen Kategorien wie Tank, Heiler und Damage Dealer?<\/strong>

Ricardo Cevallos: F\u00fcr den Early-Access-Start haben wir drei Klassen: Tank, DPS und Support. Wir werden mit vier Charakteren starten. Zwei Ranged [Fernkampf] und zwei Melee [Nahkampf]. Jedes Mal, wenn eine Partie\/Mission beginnt, starten alle Charaktere von Level 1 und steigen [im Kampf gegen Gegner auf], wodurch im Laufe der aktuellen Partie Upgrades und neue F\u00e4higkeiten freigeschaltet werden. [Dieses Erfahrungspunktesystem gilt nur in den Matches. Sie werden danach zur\u00fcckgesetzt.]

Die Charaktere haben auch Ausr\u00fcstung, die mit Upgrades dauerhaft verbessert wird. Die Ausr\u00fcstungsupgrades werden nicht zur\u00fcckgesetzt und wirken sich auf die Vector-Nummer aus. Diese Zahl symbolisiert den Schwierigkeitsgrad und gibt an, auf welche Missionen die Spieler zugreifen k\u00f6nnen.
\u00a0
4Players: Ihr beschreibt euer Spiel ja als einen Hardcore-Titel. Was genau meint ihr mit Hardcore?<\/strong>

Ricardo Cevallos: Haupts\u00e4chlich bezeichneten wir mit “Hardcore” die Schwierigkeit der Vertr\u00e4ge und der Gegner. Wir versuchen, die Spieler an ihre Grenzen zu bringen. Ausweichman\u00f6ver werden ein wichtiger Teil unseres Kampfsystems sein. Es gibt keine Auswahlm\u00f6glichkeit eines Schwierigkeitsgrades. Es gibt aber stets neue Vertr\u00e4ge, die eine bessere Ausr\u00fcstung erfordern und zunehmend schwieriger werden. Die Feinde werden st\u00e4rker und einige Gegner werden neue F\u00e4higkeiten bekommen.

4Players: Was passiert wenn ein Charakter in einer Mission stirbt?
<\/strong>
Ricardo Cevallos: Wenn ein Charakter auf einer Mission stirbt, kann dieser von jedem anderen Spieler in der N\u00e4he wiederbelebt werden. Wenn man alleine spielt, endet die Partie.

4Players: Gibt es neben den Vertr\u00e4gen, die ja im Prinzip Missionen oder Auftr\u00e4ge sind, noch eine Kampagne?<\/strong>
\u00a0
Ricardo Cevallos: Wir haben ein Vertragssystem. Jeder Vertrag ist eine andere Herausforderung, die man erf\u00fcllen kann, um eine Belohnung zu bekommen. Es gibt keine Kampagne, aber es gibt Storytelling in der Spielumgebung in jeder Mission.
\u00a0
4Players: Skaliert der Schwierigkeitsgrad mit der Anzahl der Mitspieler?<\/strong>

Ricardo Cevallos: Ja, man kann alleine oder zu zweit, zu dritt oder zu viert spielen. Die Schwierigkeit wird an die Anzahl der Spieler angepasst. Dazu k\u00f6nnen wir auch die Gegner abh\u00e4ngig von der Anzahl der Spieler modifizieren und unendlich viele Parameter \u00e4ndern, je nachdem, wie viele Spieler diesen Vertrag spielen. Wenn jemand einen Live-Contract ausw\u00e4hlt, den er\/sie abschlie\u00dfen m\u00f6chte, wird dies den anderen Spielern angezeigt und andere Spieler k\u00f6nnen sich direkt anschlie\u00dfen, um das Abenteuer gemeinsam zu spielen.
\u00a0
4Players: Wollt Ihr Killsquad als Premium-Produkt f\u00fcr einen festen Preis verkaufen? Oder wird es Free-to-play mit kaufbaren Skins?
<\/strong>
Ricardo Cevallos: Killsquad wird als Premium-Produkt zum Festpreis verkauft [Preis: 24,99 Euro; 20 Prozent Launch-Rabatt]. Kein Free-to-play, kein Pay-to-Win und keine Beutekisten. Es h\u00e4ngt nur davon ab, wie viele Stunden die Spieler dem Spiel widmen, um Beute, Waffen und Skins zu erhalten.
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4Players: K\u00f6nnt ihr euch eine Konsolen-Version vorstellen?<\/strong>

Ricardo Cevallos: Ja, wir m\u00f6chten das Spiel f\u00fcr das n\u00e4chstes Jahr auf die Konsole bringen, wenn wir den Early Access beendet haben.


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