JohnTheRevelator
Arcane
- Joined
- Mar 10, 2011
- Messages
- 1,160
Looks like I got excited over nothing, this will never get finished.


I don't think it's a good idea to have so many and such detailed actions in a phased based game. You're going to be making an educated guess where the other guy is, how could you make an intelligent decision to attack left or right arm?
You can have detailed actions if turns are short, but this seems like a poor combo to me.
How is Force calculated?
Should EFF FRC be divided by 100?
How will EMP be treated? (maybe as shock without getting better or worse over time?)
In the UI the user would see two meters then that represent burn and shock, or is this in the background where burn and shock are then combined to affect the HP meter/amount?
To finish a mod forever you need to take forever to finish it of course.
What I'm thinking is reducing all the damage types down to two, that's two: burn and trauma/physical/normal/I don't have a good name yet. Burn would comprise of the old laser/electrical/plasma/fire types, while physical would comprise of the old normal and explosive types (EMP we'll leave aside for the moment).
- Metal Armor: If you keep Laser and Fire together, Metal Armor will become flame-proof armor, which is odd. Metal Armor being good against laser is ok-ish, but against Plasma, Flame and (even worse) Electric damage is just lol.
- Tesla Armor: Just got turned into a Fire-proof suit, which it never was. It had high DR and DT vs Lasers, Plasma and Electrical attacks.
----------Penetration-------Force--------Circulatory Dam-----Nervous Dam
Laser +++ - - - - - - -
Plasma ++ + + + (the nervous and circulatory damage simulate corrosive effects)
Electricity - - - ++ - - - ++
Fire - + - +
Sledge - - - +++ +++ - - - (given that it causes close to no nervous damage, the victim will steadily recover from the damaging blow if given the chance; also, if a sledge would penetrate, it would cause massive bleeding, but in practice it wouldn't do that)
Needler + - - - - - - +++ (Needler pistols, like scorpion bites, would serve as a nerve toxin)
Knives ++ - +++ - - -
JHP + - ++ - - - (even expanding rounds like JHP won't end up doing a lot of shock damage if they don't manage to penetrate)
AP ++ - + - - -
What I'm thinking is reducing all the damage types down to two, that's two: burn and trauma/physical/normal/I don't have a good name yet.
What I'm thinking is reducing all the damage types down to two, that's two: burn and trauma/physical/normal/I don't have a good name yet.
"Impact/Energy" is the best solution IMO.
I don't see what the point of attributes are in the new system. Why not just drop them entirely? Are they just like quick summary of the character you've built?
With regards to health, I'm thinking you don't need overall HP at all. Didn't Deus Ex do a system where each limb had it's own health and that was it. You died if torso or head went to 0.
I mean why don't you drop those checks and just check against the skill or derived skill?*Their only function is attribute checks in dialogue. So if you want those high Int options, you should invest in some smarty pants skills. That's also why they're not an absolute, but relative, representation of what you've invested in, because the attribute checks assume your stats are unchanging (this leads to the problem that you could suddenly turn retard by spending too many points on non-INT related stats, but I think it's worth a try to see how it pans out).
I don't remember exactly how it works either tbhDid this health system apply to NPC's as well? I can't remember them being invincible if you just shot them in the arms and legs, which unless I've understood it right is what this'd entail (I've tried looking up more info, but couldn't find anything and haven't played the game in ages).
If everything you hit counts towards killing a critter, then you need one single variable determining that, which has to be HP (that's why I'm also against having to seperate health bars, like head and torso in DE, because if I understand it right it then becomes stupid to hit someone in the head after hitting him in the torso).
I mean why don't you drop those checks and just check against the skill or derived skill?*
*I just realized you could use the attribute system as a kind of synergy measure. So investing in barter or speech gives Charisma, and charisma makes both those checks easier. It would be an interesting way to make the character system seem not so abstract.
Anyways, I don't think your last argument holds much water. 1) your system means any section getting lower health reduces effectiveness of enemy, so it could still be worth it to do that over killing them faster. 2) Part of the system is that it's semi-random what section gets hit right? So the wrong section getting hit is part of the fun/frustration.
You could do other stuff like make limbs not hittable once they're at 0.
You invest in A, which raises C, which makes A and B easier. So B checks can be passed with less investment. There is some circulation to it, but I'm just spit balling here.That's not synergy, that's circularity. You invest in A and B, which combine to make C, which boosts A and B. Unless I'm getting you wrong.
Forcing you to spend time doing intelligent stuff like studying science and medicine, or whatever, in order to pass intelligence checks in dialogue might make for an interesting change from the 10 INT character spending all his points on unarmed combat and small arms beating Zax at chess.
Sometimes I just skim over thingsThe point of my last argument was simply that if you have two (deadly) health bars, one for torso and one for head, then reducing the former to 20/100 means it always is more sensible to go for the torso with the next shot, rather than the head, which is still at 100/100. I don't like this from a simulation, or from a gameplay point of view.
Just to be clear, you don't hit a critter in a "system": hitting someone in the upper part of the head doesn't automatically hit them in the eyes. This area simply has a certain critical hit chance for damaging the eyes (decreasing sight), and for hitting the cognitive system (decreasing INT-related stats and skills). This is in addition to (and as a result of) the Tissue damage you do.
You invest in A, which raises C, which makes A and B easier. So B checks can be passed with less investment. There is some circulation to it, but I'm just spit balling here.