Solar Echoes still has a very large combat component and players are
likely to find themselves exchanging attacks with enemies in various
combat situations. However, players are in the role of Union Guard
agents—a special forces team that tries to uphold the law. There
are negative effects in the game for players who earn the reputation
of being overly brutal and bloodthirsty, as the Union Guard doesn't
condone senseless murder. There are even several combat options in
the game for players who want to subdue, not destroy, their enemies.
For instance, a number of weapons in Solar Echoes are non-lethal. The
net gun or bola entangles enemies and prevents them from fleeing or
advancing. Stun rounds can be used with firearms and will daze an
opponent long enough to capture him. Some martial arts talents enable
the user to place a foe in a hold or lock, and a few cyberweapons are
non-damaging, such as the scurrying trip-bot that likes to get
underfoot or the magnetic disarming orb. Even the bio-status track
(our way of measuring wounds and “hit points” in the game) has an
unconscious/dying condition as the final sustainable point of damage.
Enemies might be unconscious and injured to the point where they
could slip away to death if left untreated, but the focus is on them
being incapacitated for capture if reduced to the unconscious/dying
condition. In the end, XP in Solar Echoes is rewarded for overcoming
challenges in whatever way players can devise, instead of rewarding a
hack and slash mentality.
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