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The New World Update #21

AbounI

Colonist
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Joined
Dec 2, 2012
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1,050
http://www.irontowerstudio.com/forum/index.php/topic,7514.0.html
There are 3 main tactical elements:

  • Different attacks with pros and cons AoD-style
  • Cover (natural and energy shields) and gadgets
  • Grenades

The first two are self-explanatory, the third one is something new and hopefully exciting, so let's go over the design as we're about to start implementing it.

Ship-made Grenades (cheap and fairly common, many enemies will have several grenades on their belts).

1. Gas Grenade – creates a visible 7x7 poison cloud that hovers over the affected area for 2 turns and does X damage per turn for Y number of turns (once poisoned).

211930.png


If poison gets through the respirator or mask (i.e. the mask doesn’t block the poison entirely), it causes low damage to physical stats (STR, DEX, CON), which is worse than 2-3 points of damage per turn.

So the gas grenades’ stats are:
- Damage per turn
- Number of turns once poisoned
- Stat damage (damage range is 1-3; 1 is common, 3 is rare).

Defense:
- respirators (half masks), gas masks (full masks), full helmets to reduce poison DR
- implant (synthetic heart with blood purifier) to reduce poison stat damage

2. Flashbang Grenade – instant flash in the middle of a 7x7 area that sets all affected enemies’ PER to 1 (thus lowering THC), reduces their AP by 10 (disoriented), and sets Evasion to 0. All effects last 1 turn, Evasion penalty starts during the player’s turn and ends after the enemy’s turn.

211928.png


Defense: Combat goggles, full helmets, or implant (bionic eye) to reduce PER and AP loss

3. Smoke Grenade – creates a dense 7x7 cloud that hovers over the affected area for 2 turns. The cloud greatly reduces visibility: if your target is in the cloud or behind the cloud (i.e. there is a smoke cloud between you and your target), your THC is set to 5%, representing zero visibility.

211932.png


Basically, it affects both parties (if you’re in the cloud, you can’t see anything outside of it either), so it’s best suited for charging melee attackers to generate some cover while they are on the move.

Defense: Goggles, full helmets, or implants (bionic eye with different properties) to increase visibility (thermal vision).

We assume that your THC is THC under perfect conditions. If the visibility is reduced, your THC is reduced with it. So if combat goggles give you visibility of 80% and your THC is 60%, then your adjusted THC is 60*0.8 = 48%

* * *

Earth-made Grenades are much more powerful but rare. They are a last resort weapon and you won’t have more than 5-7 such grenades in the entire game. Defending against them is much harder and will require equally rare gadgets.

4. Stasis Field – creates a 3x3 stasis field that lasts 2 turns. You can’t attack those trapped inside and they can’t do anything either. It’s a ‘divide and conquer’ grenade.

Defense: None

211933.png


5. Brainwave Disruptor – instant spiral effect over 5x5 area that tries to make the affected characters go berserk and attack nearby targets (most likely their own allies).

Defense: Helmet’s mental resistance stat (Neural Shield), we roll to see if you manage to resist the urge to kill nearby people. If you pass the check, you are unaffected.

211927.png


6. Pulse Grenade – instant pulse over 10x10 area. All energy shields are disabled, all gadgets are fried and can’t be used for the duration of combat. All droids are disabled for 2 turns.

211931.png


* * *

Defensive Gear and Stats, come in different varieties with different stats:

1. Respirator (half mask)
- Toxic Resistance 2

213527.png


2. Gas Mask (full mask)
- Toxic Resistance 4

The gas mask provides superior protection but takes both slots, meaning you can’t wear goggles and thus are vulnerable to flashbangs and smoke grenades.

213528.png


3. Tactical Mask (gas mask and combat goggles combo) – Earth-made gear, rare
- Toxic Resistance 3
- Thermal Vision 40%

4. Combat Goggles
- Optic Resistance 4 (meaning that your PER and AP aren’t reduced to 1 and by 10 respectively but to 5 (1+4) and by 6 (10-4).
- Thermal Vision 60%
- Targeting 5% (aimed THC bonus)

213529.png


5. Power Armor Helmet
- Damage Resistance 12
- Toxic Resistance 8
- Optic Resistance 6
- Thermal Vision 80%
- Targeting 15%
- Neural Shield 75%

The AI will target your weaknesses, so if your character has high-quality goggles but a cheap gas mask, the AI will use a poison grenade, etc. This way reloading and equipping a better gas mask won’t make a difference because the AI will target a different weakness. Your headgear will be useful not only in combat but also while exploring the ship, so non-combat characters will still have a reason to look for better gear.

Thoughts?
:bounce:
 

HeatEXTEND

Prophet
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:bounce:
pleasepleaseplease let headgear show up on your model, even if it's just one generic look for every mask :shittydog:
 

Goral

Arcane
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The Real Fanboy
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BTW, you've said somewhere that implants will be very rare and we won't be able to get them all with one character so if we'll only be able to get either synthetic heart or bionic eye it would be nice if opponents would use different grenades randomly so that the encounters would be a little less predictable (at least on higher difficulty settings), preventing the advantage of meta-knowledge.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
I believe I said that most players won't be able to fill all 7 slots, so it's definitely doable. I'm pretty sure that the AI will make decisions based on your equipment, not feats and implants, but I can't confirm it yet.
 

Goral

Arcane
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The Real Fanboy
Joined
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Messages
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Location
Poland
I'm pretty sure that the AI will make decisions based on your equipment, not feats and implants, but I can't confirm it yet.
It doesn't necessarily have to react, it can be random (at least in some cases and at least on higher difficulty setting) to prevent meta-gaming and for example getting bionic eye first instead of heart (because we will face someone with flash grenade before we will encounter someone with gas grenade for example). Unless we will always face groups of opponents where they will have full equipment (so gas + flash). Opponents reacting on feats would be stupid (how would they know what our abilities are), and for implants less stupid (they couldn't see a heart unless they would have some sensors or X-rays, bionic eye maybe, depends on how it would look like).
 

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