Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Development Info DoubleBear Zombie Update

VentilatorOfDoom

Administrator
Staff Member
Joined
Apr 4, 2009
Messages
8,604
Location
Deutschland
Tags: DoubleBear Productions

Brian continues <a href="http://www.irontowerstudio.com/forum/index.php/topic,1507.0.html">his design talk</a>, this time *Shields* are the subject.
<br>
<blockquote>
<br>
The last defensive items we have to cover are the Shield class of items. Shields and bracers are not common objects in the game world for obvious reasons, but the few that exist or that are created can be used to further protect individuals from both zombie bites and other hazards.
<br>
<br>
Shields and bracers must be carried in the secondary weapon slot to be considered equipped, but they are never a primary weapon. Bracers can be worn without impacting operation of a two-handed weapon. Shields, due to their size and needing a free hand to hold them, cannot be used with two-handed weapons. This means that to get the benefit of a shield, the player has to have a one-handed weapon (either melee or ranged) in their primary slot.
<br>
<br>
Shields and bracers add to the character’s defense and resistances. For example, the dog sleeve (a bracer) contributes to the player’s bite resistance and provides a tiny defense boost. Shields (not bracers)have the additional benefit of offering up a bash attack, which can knock enemies down or back. There are some accuracy penalties for using shields, and sometimes penalties to AP from the larger, bulkier shields. This tends to make them better for melee weapons than guns, since diminished accuracy is less of a problem for close-combat fights. Wearing the shield also means that switching to another weapon requires opening up the inventory screen, which can sometimes be an unwelcome cost in combat.
<br>
<br>
Shields are for the character that wants defense over everything else. They’re definitely not for people who want to keep a versatile mix of weapons at the ready, nor are they for characters that value speed and accuracy. Shields can give melee users more of an advantage when approaching ranged characters or powerful melee characters. When applied effectively in desperate situations, they could give a character a better chance at holding a door or corridor while the medic tends to the wounded or the rest of their allies try to get to safety. Putting at least one shield user in your group will open up new strategic avenues and may keep more of the scavenging party alive to go out and brave the zombie apocalypse one more time.
<br>
</blockquote>
<br>
Spotted at: <A HREF="http://www.irontowerstudio.com/forum/index.php/topic,1507.0.html">ITS</A>
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom