What says you, NMA?
http://www.massivefps.com/Details/Huxley.html
http://www.webzengames.com/Game/Huxley/
http://www.massivefps.com/Details/Huxley.html
http://www.webzengames.com/Game/Huxley/
Little is known about Huxley's gameplay at the moment. Action is directed to be fast-paced, on par with games such as Unreal Tournament 2004,[citation needed] applied to a Massively Multiplayer Online Game setting. This style is in contrast to another MMOFPS, PlanetSide by Sony Online Entertainment, which follows a more tactical and thought out route of action. In a recent interview, Huxley's main producer Kijong Kang said that the cities in Huxley will be able to accommodate up to 5000 (according to recent publications that number was increased to 10000 since summer 2006) people, and the individual battles will support over a hundred players. The battles can be as small as 1 VS 1 or as big as 60 VS 60 players (120), which is a modest improvement over the 150 player maximum of Novalogic's Joint Operations: Typhoon Rising. Player vs. AI will allow up to 64 players of a given faction to play together.
Player vs. player battles will be available, as will be player vs. AI quests that the player can choose to take on. The 360 version of Huxley is said to include a single player campaign.
Although Webzen has not been specific, it can be derived from the released information that Huxley’s advancement system is actually separated into two. In the early part of the character advancement player system, players can shape their character in the style they like best. After that, players can then add depth to their characters. ‘Experiences’ and ‘Battle points’ are two elements of character advancement. ‘Experiences’ will affect the earlier part of character development and ‘Battle Points’ will affect the later part of a character’s development in a big way.
In the earlier part, by acquiring licenses, characters can have opportunities to use upgraded weapons and armor. In the later part of the game, players will concentrate on developing their characters to be more effective under any circumstance. One developer has stated, "We are planning to make the earlier part of character development relatively fast and the later part of development a bit slower but more abundant. This is because we decided that too much difference between characters abilities that affect combat result is not good for an FPS game."



