Interview with Scot Lane on the Return of End of Nations

Interviewer: Scot, thank you for joining us to discuss End of Nations’ revival. Could you introduce yourself to our readers?

Scot Lane: Sure! I’m Scot Lane, Executive Producer on End of Nations. I’m excited to talk about the new direction we’re taking with the game. Thanks for having me!

I: Let’s jump into it. One of the biggest talking points has been the genre shift. How do you define End of Nations as a “MOBA RTS,” and what can players expect in this new version?

S: There’s definitely been a lot of buzz around that! But to be clear, we haven’t changed as much as it might seem. We’ve focused more on heroes and added tactical leveling, which introduces evolving strategies throughout a match. The core gameplay remains fast-paced, but the tweaks to heroes and combat bring more depth to every battle.

I: Speaking of heroes, how have they changed in this new version?

S: Heroes are now central to the battles. They’re powerful and have four unique abilities — some are active, and others are passive, like increasing your units’ speed or damage. Each ability has four levels, so heroes become stronger and more influential as matches go on, which really shapes your strategy.

I: Many players previously noted that gameplay felt static, with little progression during matches. Has that been addressed?

S: Absolutely. Tactical leveling and unit mods make gameplay progression integral to each match. Mods are a big deal now. They let players enhance heroes, units, and turrets with different stats like damage, resistance, and speed. You can find mods in lockboxes or as map rewards, and at launch, we’re targeting over 200 mods for players to collect and use.

I: Elite Companies were a bit controversial in the past. Will they return in this version?

S: We decided to remove Elite Companies, as they didn’t fit the direction we’re going. We also removed the old MK system, where units had MK1, II, and III versions. Now, when you buy a unit, it’ll automatically improve over time, making progression simpler and smoother.

I: With more RTS games in the market now, what makes End of Nations stand out?

S: It’s true, the RTS space is busy, but we feel our game’s unique tactical elements will help it shine. We’ve refined End of Nations to be the best it can be, and we think our hero-based, evolving gameplay will set us apart.

I: How do you envision the End of Nations evolving over time?

S: We plan to work closely with the community, using player feedback to guide development. The team will be active on the forums and engaged with player requests to shape the game’s future direction.

I: Any final words for our readers?

S: We’re proud of the new End of Nations and hope you’ll give it a try! If you’re interested, head to www.endofnations.com to sign up for the alpha.

I: Thank you, Scot. Looking forward to seeing End of Nations back in action!