These skirmishes gave us a chance to see the game's tactical combat system up close. This will very much be a role-playing game that doesn't require you to quickly, aim, point, and shoot at your enemies; instead, you'll be able to lock onto your enemies with a "sticky" targeting reticule that will let you acquire them. However, instead of choosing from a giant row of hotkeyed special abilities to use in battle as in most other online games, in Tabula Rasa, you'll simply have two attacks available at any given time--the left mouse-button to use your equipped weapon, and the right mouse-button to trigger your character's supernatural powers derived from the game's mysterious alien language, "Logos." You will be able to quickly cycle through different types of weapons and powers in battle, but combat won't be about repeatedly mashing out the same damaging abilities in sequence; it will be much more tactical and will actually factor in the use of cover, as well as your character's position. If you hide behind cover, your enemies will have less of a chance of hitting you, and if you fire while crouching, you'll receive an accuracy bonus to your own weapons. However, crouching behind cover may prompt enemies to come after you, either by circling around cover to get a better shot, or simply getting in close enough to engage you in hand-to-hand combat--an in close quarters, crouching on the ground while clutching a rifle is one of the most vulnerable positions you can be in. In an effort to make the game's combat as interesting and full of tactical possibilities as it can be, the team is also designing numerous different kinds of enemies, such as floating "shield drone" robots that broadcast an energy shield which protects nearby enemies from small-arms fire until a player character sacrifices him- or herself to dive through the shield and disable it.