“Rat ‘em out!“: Gaining valuable intel from informants [DEV BLOG #12]
Tracking down the galaxy’s most wanted criminals is not exactly a piece of cake. While most of their names and faces are known and feared all over the new world, their exact whereabouts are heavily guarded secrets. Operating out of the shadows and eluding the grip of the punchy-but-sluggish authorities, cunning crime lords such as the exiled Vossk female Sh’gaal have managed to bring huge parts of the Neox Sector under their control. Together with their depraved underlings, they terrorize and subjugate the sector’s inhabitants on any given occasion; pressing money, raiding goods, ending lives and committing all kinds of atrocities whenever it pleases them. No wonder that the fear-struck people of Neox are willing to shell out good money to rid themselves of this scourge once and for all. And that is where the mercenary outlets, to which our dear players belong, come into play. Cause unlike the before-mentioned authorities, who are too entangled in their own agendas to uphold law and order, these hard-boiled bounty hunters are a bit more persistent when it comes to locating, and confronting, the very heads of the syndicates. Before they can get to the top, however, they have to tidy up the very bottom…
Take aim and fire all your guns at once! Informants are harder to take down than regular enemies, because the fly better ships and know more skillful maneuvers.
In every criminal organization there are those whose loyalty knows no limits and who would rather die than snitch on their bosses. Often, they owe their lives to the kingpins they are working for and therefore have sworn an oath never to betray them. But at the other end of the spectrum, there are also those who are a little less principled. Some of them are lap dogs that got kicked in the rips too often and have turned against their masters out of spite. Others are cowards that would do anything to get their behinds out of the line of fire. And yet again others are opportunists that promote their own shady careers by sending others to their doom.
If there is one language all informants in the Neox Sector understand, it is the thundering sound of laser blasts against their shields...
The mercs in Galaxy on Fire 3 - Manticore refer to these not-so-noble delinquents as informants. Usually, informants are low-ranking gang members residing at the bottom of a gang’s internal hierarchy – a mere step above the thugs and goons. They appear at random and they are a harder to take down than average henchmen. But once an informant pops up in front of your crosshairs, you are well-advised to take the extra mile of shooting him down. Before his ship goes up in flames, the informant will try to escape death by either revealing the destination or the weakness of an underboss. And if he does not want to talk, you might still be able to retrieve the desired information from scanning the debris of his ship. In a next step, you will then confront the underbosses, who in turn will fill you in on the locations, weak spots and special abilities of the helper bosses. And the helper bosses finally point you towards the big boss of the area you are currently roaming.
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