toro
Arcane
- Joined
- Apr 14, 2009
- Messages
- 14,084
More info here: http://eigen.pri.ee/pioneers/
The RPS article: http://www.rockpapershotgun.com/2013/03/14/avoid-dysentery-and-acquire-wealth-in-pioneers/
I think it looks fantastic.
Whoa this game looks fantastic. I hope they'll include some naval combat eventually. Sea faring pioneers are bound to bump on some pirates.
Download for WindowsWhy did you post it here? It is PC based?
Decided to go in a different route with the combat in Pioneers as originally planned. It’s sort of working but needs to be more viceral (with attack & dice animations maybe and other details like that) but I like it more than the previous version. This is built as an “encounter system” so it doesn’t have to be limited to combat but can be used for other more puzzle solving type of events as well.
http://40.media.tumblr.com/21926f75c8332ea70909c0e81515e48c/tumblr_o21lii4jZ51unw8oyo1_r1_1280.pngNow, to arms! Okay not literally, but a quick overview of the combat system. I decided to scrap the more involved text-based thing shown in one of the last posts because I didn't think it would be very fun in the end and it'd make localizing the game too much of a pain. So I went with something far more arcade-y.
You have 3 basic types of attack each of which you can use once. Once they're all used their availability is reset. Each attack has a value which is calculated from character attributes, weapons and skills. This is where individual expertise still matter.
Force
This attack incorporates character strength, favors heavy hitting weapons and proficiencies related to that.
Speed
This attack incorporates character agility, smaller nimble weapons and proficiencies related to that.
Precision
This attack incorporates character perception, more ranged weapons generally and proficiencies related to that.
As you choose an attack, an additional D6 is rolled incorporating luck into the equation. As the final number (attack value + luck) is added up, it is compared against the opponent's. If it's greater or equal then your attack lands, otherwise you miss and get hit. In the beginning of the encounter opponent numbers are hidden from you. With each hit or miss you deduce the target number or its range. So, if 30 is not enough to hit, then the target number must be 31 or greater. If next turn you find that 34 is enough, then the number lies between 31 and 34. Even though opponents (bears, wolves) are the same, their stats are always different. The opponent attribute values and hit points depend on whether you’re against a single foe or a group of them. So, a pack of wolves is still a singular opponent like a lone wolf, but their numbers and hitpoints are greater.
Each character can attack once per round and use whatever attack is still available. So, if your first guy uses Force attack, then the second one can choose from Speed or Precision. Think of it as being a situational thing where either you or the opponent is an position which prevents certain attacks from being used. Like, if one gets close and attacks with a heavy battle-axe, then they remain in the way so there's no way somebody else could deliver a heavy blow without hitting your friend as well. So, they have to use another attack.
There are also bonus actions that either help reduce the luck in play or get additional damage or other actions. These are still WIP. You get a bonus point at the end of each combat round (everyone has attacked) or when you roll a 6 and get a critical hit. There's also a Longshot bonus (+1 damage) which you get if you choose the lowest available attack instead of the large go-to numbers.