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Interview Metalheart interview at NMA

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Tags: Akella; Alexander Filatow; Metalheart: Replicants Rampage

<a href=http://www.nma-fallout.com>No Mutants Allowed</a> heard of <b>Metalheart: Replicants Rampage</b> and decided to ask Alex Filatow, Chief Programmer, <a href=http://www.nma-fallout.com/article.php?id=3649>a few questions</a> about the project.
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<blockquote>The player will be able to put up to 6 characters in his team. Two of them cannot be removed from the party – they are the captain and his assistant. The rest of the characters can be hired in bars, on the street, almost wherever.
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Depending on the team constellation you will have to act differently. 4 cyborgs will force you to play something like a hack'n’slash game. And 4 nomads will make a battle look more like a chess game. I mentioned hack'n'slash and chess, but this was only a some kind of comparison, the example. Every character has an amount of free slots for the implants and two hands for the weapons. Especially the implants may change the role of the character dramatically. Imagine you hired a weak mutant with some average values. You extend him with some medical wisdom chip, cyberlegs detecting hidden mines and a third hand, programmed for perfect grenade throwing – all this abilities will make him very useful. And not only in the battle.
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Beyond this implant usage, every character has 16 individual parameters (dexterity, perception, charisma). The development of this parameters is classical.</blockquote>
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Hmm, not sure about this. One of the screens show these 16 “individual parameters” and unlike SPECIAL there are no main abilities and derived statistics, the “parameters” are a bunch of different skills like Strength, Sniper, Protection, Instinct, etc piled together. The graphics look good though.
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Diogo Ribeiro

Erudite
Joined
Jun 23, 2003
Messages
5,706
Location
Lisboa, Portugal
Dang. I had sent the same tidbit to Saint :?

Anyway, there do seem to be too many parameters. They might make more sense in-game, instead of just looking at the picture. But they seem somewhat too different or perhaps with disparate points. What is Sniper compared to Perception? Is one dependant of the other? How do Decterity and Agility work, given they're very similar.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Role-Player said:
Dang. I had sent the same tidbit to Saint :?
Next time if you want something posted in a timely manner, PM me. Saint is getting old, and you know the ways of the Siths :twisted: :lol:

Anyway, there do seem to be too many parameters.
I think there are too few, unless there is another screen dedicated to actual skills like small arms, energy weapons, melee, steal, sneak, talk, etc. Judging by that screen all you can do in the game is shoot using one skill (sniper) and switch implants like crazy. Doesn't sound like much if you ask me. I hope I'm mistaken though.
 

axel

Liturgist
Joined
Jan 21, 2003
Messages
208
Location
RPGCodex silly!
Vault Dweller said:
Hmm, not sure about this. One of the screens show these 16 “individual parameters” and unlike SPECIAL there are no main abilities and derived statistics, the “parameters” are a bunch of different skills like Strength, Sniper, Protection, Instinct, etc piled together.

Like JA2?

Is it TB?
 

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