Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,038
Stack with other considerations such as evasion and grenades' & gadgets' effects that make you harder to hit.
It's a Deadwood-esque town, sitting outside of the Habitat's sphere of influence. It's exactly what you'd expect from a lawless town built from containers, both in terms of the atmosphere and people who'd feel at home there. The Habitat is the opposite: futuristic, cosmopolitan, and ideologically divided. The mutant town and the ECLSS are very different as well.I hope you aren't paying attention to business and politics, otherwise you might discover sociopaths in Washington and Silicon Valley.Why does Vince only put horrible sociopaths as NPCs in all his games? Seems like after sociopaths in Rome, now we get sociopaths in space.
That may be so, but I thought you once said that NPCs in AoD were sociopathic because it served the purported atmosphere for the game.
But based on these admittedly limited screenshots, it's still way, way closer in tone to AoD than Star Trek or Babylon 5.
You seem to take any environment whatsoever and explain how you'd expect it to find sociopaths there.I hope you aren't paying attention to business and politics, otherwise you might discover sociopaths in Washington and Silicon Valley.Why does Vince only put horrible sociopaths as NPCs in all his games? Seems like after sociopaths in Rome, now we get sociopaths in space.
...name a CRPG that doesn'tWhy does Vince only put horrible sociopaths as NPCs in all his games? Seems like after sociopaths in Rome, now we get sociopaths in space.
You seem to take any environment whatsoever and explain how you'd expect it to find sociopaths there.
Or maybe you're just saying DC and SF are basically as good as lawless
There are point blank penalties for certain weapon types (a rifle, for example), but let's ignore them and focus on effective (no THC malus) and max (losing THC with every tile) ranges. If the player aims a pistol and sees that his THC is 5%, he needs to know it's because the enemy is far beyond the effective range.Vault Dweller I want to make sure I understand weapon range before offering a suggestion. There are two sets of ranges, point blank up to and including effective, where there there is no THC malus, and effective to maximum, with the -10 THC/tile malus? So there is no range under which there’s a THC penalty? A minimum effective, for firing a long gun at point blank for example?
Any plans to have environmental factors like differing lighting levels or perhaps smoke or mist which might affect change-to-hit?Stack with other considerations such as evasion and grenades' & gadgets' effects that make you harder to hit.
There are smoke grenades that do exactly that.Any plans to have environmental factors like differing lighting levels or perhaps smoke or mist which might affect change-to-hit?Stack with other considerations such as evasion and grenades' & gadgets' effects that make you harder to hit.
Ship-made Grenades (cheap and fairly common, many enemies will have several grenades on their belts).
1. Gas Grenade – creates a visible 7x7 poison cloud that hovers over the affected area for 2 turns and does X damage per turn for Y number of turns (once poisoned).
If poison gets through the respirator or mask (i.e. the mask doesn’t block the poison entirely), it causes low damage to physical stats (STR, DEX, CON), which is worse than 2-3 points of damage per turn.
So the gas grenades’ stats are:
- Damage per turn
- Number of turns once poisoned
- Stat damage (damage range is 1-3; 1 is common, 3 is rare).
Defense:
- respirators (half masks), gas masks (full masks), full helmets to reduce poison DR
- implant (synthetic heart with blood purifier) to reduce poison stat damage
2. Flashbang Grenade – instant flash in the middle of a 7x7 area that sets all affected enemies’ PER to 1 (thus lowering THC), reduces their AP by 10 (disoriented), and sets Evasion to 0. All effects last 1 turn, Evasion penalty starts during the player’s turn and ends after the enemy’s turn.
Defense: Combat goggles, full helmets, or implant (bionic eye) to reduce PER and AP loss
3. Smoke Grenade – creates a dense 7x7 cloud that hovers over the affected area for 2 turns. The cloud greatly reduces visibility: if your target is in the cloud or behind the cloud (i.e. there is a smoke cloud between you and your target), your THC is set to 5%, representing zero visibility.
Basically, it affects both parties (if you’re in the cloud, you can’t see anything outside of it either), so it’s best suited for charging melee attackers to generate some cover while they are on the move.
Defense: Goggles, full helmets, or implants (bionic eye with different properties) to increase visibility (thermal vision).
We assume that your THC is THC under perfect conditions. If the visibility is reduced, your THC is reduced with it. So if combat goggles give you visibility of 80% and your THC is 60%, then your adjusted THC is 60*0.8 = 48%
What about levels that might have some global effect going on?There are smoke grenades that do exactly that.
Most likely. I don't think creating such effects will be an issue, but I wouldn't know for sure until we try.What about levels that might have some global effect going on?There are smoke grenades that do exactly that.
Places without working lights or with lots of water vapor or something?