Originally posted by HJ-Sisca@May 15 2006, 08:36 AM
I won't go into PvP because the implementation hasn't been fully decided yet but I will say that any time the onsite staff are asked about it they say that any PvP implementation will have to be PvP with a purpose and the purpose has to make sense in the game world not just in the mind of the player.
As for the mentoring/sidekicking thing, it does work much like that of CoH in that the lower level is scaled up to the higher level. One key difference is that the CoH system allows one level 50 to mentor one level 2 where our system will allow the level 50 to have multiple lower level sidekicks. This allows you to always be able to group with your friends no matter how spread out the levels get.
Most of the instances will scale based on the level of the group that enters but you have to remember that these instances are mainly designed for quests. These aren't like WoW instances where you go in to grind XP or farm some "phat lewts", you're going in for a purpose that will be advancing your, or your friends, story.
So to answer the question that started this off...what good are levels. The main thing levels will provide will be access to new skills. If you're level 2 and your level 50 friend sidekicks you then your skills will have the effective power of a level 50 but you won't have access to any of the skills available between level 2 and level 50. In otherwords a true level 50 will have a bigger arsenal to choose from. If I remember correctly it was stated that any items you loot while sidekicked will stay with you and be usable by you even when you revert to level 2. With Wyr this is easy enough because they tend to have a percentage increase. If your Mortar does 100 damage at level 50 and you get a Wyr that adds 10% then it will do 110. When you drop back to level 2 and it should be doing say 10 damage you'll still have the +10% but that's only bumping it to 11 damage so not really breaking anything. (NOTE: ALL NUMBERS ARE PULLED OUT OF THIN AIR)