zwanzig_zwoelf
Graverobber Foundation
Been slowly-but-steadily gathering ideas for the next DG, and now I have roughly enough to dump them here and sift through the feedback by the time I'm ready to implement everything.
The next DG is going to be a spin-off taking place on Earth and will take place in a single dungeon, about 10 floors (but bigger compared to the original) w/ a small sub-area or two thrown into the mix. It's not a large step up for DG mechanics, but more of a 'fix what didn't work well, add some minor quirks to the existing mechanics and add some new mechanics on top'.
This post will assume that you've played DG enough. I'll list some of the major changes to the existing mechanics as well as new mechanics here.
It's not a large step up from DG1, but it already allows some customization for the player and more space to play around. Stealthy assassin mech that saves ammo for the big bad boys, creeps on them and shoots them down from the point blank range? Hacker that reprograms turrets in the area, turning the enemies into a swiss cheese the moment they dare to show up? Big fat chad that doesn't give a fuck about that nerd shit and turns a pussy SMG into a weapon of mass destruction? Why not!
Anyway, lmk what you think.
The next DG is going to be a spin-off taking place on Earth and will take place in a single dungeon, about 10 floors (but bigger compared to the original) w/ a small sub-area or two thrown into the mix. It's not a large step up for DG mechanics, but more of a 'fix what didn't work well, add some minor quirks to the existing mechanics and add some new mechanics on top'.
This post will assume that you've played DG enough. I'll list some of the major changes to the existing mechanics as well as new mechanics here.
- Stats -- the main change here lies in addition of Energy stat, used for various abilities and is not upgradable, but replenished to the max at workshops. Use it wisely (tm).
On top of that, evasion is no longer a simple hit/evaded check (w/ a minor quirk) -- I've been thinking of adding a possibility of slightly scratching the target (dealing 1 point of damage), which can make weapons like chainguns and similar even more useful against evasive targets.
- Quirks -- attacking from a point blank range should give a chance of landing a critical hit, attacking from the side or behind should give a nice fat bonus to the damage and/or evasion penalty.
- Armor degradation -- workshops will restore DC to the max value at all times, while reducing max DC by ~10% of the damage taken. This should make short-term mistakes (e.g. stepping on the minefield) less frustrating, allow making individual encounters more challenging and also add long-term armor management into the mix.
Armor points will remain as means to reinforce the player's armor after repairs.
- Combat focus -- allows you to focus on aiming (at the expense of evasion), evasion (at the expense of aiming) or just keep things as is. Should work well in cases when a jammer throws off your aim and you really need to land that next attack, or when you're running away from someone and don't care about attacking anymore.
- Hacking -- allows you to hack doors/consoles/whatever w/ access level 1 point above your current one. Hacking higher-level objects and improving your odds of successful attempt will require upgrading this skill. Failure will result in sounding an alarm and increasing the encounter rate around the target. Consumes energy.
Will probably be merged w/ disarming skill.
- Turrets -- stationary enemies, can be hacked to roast enemies all over the place (or avoided using cloaking).
- Cloaking -- allows to avoid encounters altogether and also makes running away a much easier task. Consumes a shitton of energy, which can be somewhat softened by upgrading this module.
- Barricade -- generates a destructible forcefield in front of the unit, which can be used to buy some time to run away/reload your gun/show a middle finger to the entity on the other side.
- Pilot's HP -- if your armor is worn out or very damaged, enemy bullets can break through the armor and hurt the pilot, which will give heavy penalties to your attack capabilities. There are also hazards that hurt the pilot directly, but there are medical terminals located on each floor of the dungeon to make up for that.
- Upgrades -- instead of collecting upgrades for a specific stat/skill, you're collecting generic upgrade parts that can be used to upgrade your stats (accuracy / evasion), skills (cloaking, hacking, barricade, disarming) or weapons (damage, accuracy, reduction of evasion penalty, range).
- Interactive Objects -- generators can be found an nuked from orbit to cut the power to remote-controlled doors/forcefields to bypass switch hunting, thin walls can be destroyed to open new paths or give enemies a big 'surprise motherfucker' in the butt, security terminals can be hacked to reduce the encounter rate on this floor, weapon stations can be found to grab new weapons/exchange your current shit guns for newer ones.
It's not a large step up from DG1, but it already allows some customization for the player and more space to play around. Stealthy assassin mech that saves ammo for the big bad boys, creeps on them and shoots them down from the point blank range? Hacker that reprograms turrets in the area, turning the enemies into a swiss cheese the moment they dare to show up? Big fat chad that doesn't give a fuck about that nerd shit and turns a pussy SMG into a weapon of mass destruction? Why not!
Anyway, lmk what you think.