We saw a step by step RPG, update #4
As you can see everything is enough enough to all other RPG. Handing that there is no characteristics of Charisma / charisma, for, that is, a strange IFS parameter in the player’s profile and under the avatar there are two strips – red and purple.
And it is about this and about some points that I would like to tell you today.
Basic characteristics
There are seven of all of them so far. And briefly for each:
1. Strength – strength
Influence on weapons, opening locks/doors, hand -to -hand and throwing
2. Constitution – physique
Influence on the glasses of life, on the number of implants and their work, a little on psi
3. Intellect – intelligence
Influence on the conversation, the general impact on the characteristics, obtaining the level
4. Fortune – Fortune
In an indirect sense, the impact on all
5. Intuition – intuition
Influence on the level of view, firing range, and the line in the course, also on the conversation
6. DEXTERITY – dexterity
The number of steps in battle, armor, skills steal
7. . – So far in the process, but this is exactly your power of “radiance”
PSI
All these basic characteristics already affect a particular group of skills. In general, everything is standard here.
I abandoned the characterization of “charisma”. Finally and irrevocably. How was one of the group subscribers correctly, which:
And in general – the concept of charisma, https://goldengeniecasino.uk/ as for me, is quite stretched. If one person is considered a charismatic couple of others, then it is not a fact that he will be charismatic for everyone else. And under these thoughts, I decided to add such a thing as an archetype. And now less water and a bit more in more detail how the role -playing component of the game will change from this parameter.
At the moment, I plan to introduce seven archetypes:
1. Lawyer – Cop 2. Corporate – Corporate 3. Deliever – Dealer 4. Those – Techie 5. Nomad – Nomad 6. Solo – Solo 7. Anarchist – Anarchist
The mechanic will be based on these archetypes, then how the main character will be the NPC surrounding him. For example, playing for the type of anarchist the player will feel strong pressure from local lawyers. But at the same time, it will be easier for the player to communicate with the local underground, and vice versa. This will bring the variability of the receipt and passage of a particular quest:
The main character with an archetype lawyer, with a positive karma, in the city of Dark Water’s Peak will receive a quest to find the murderer of a local professional resource at the sheriff – the role of a good policeman
But with the archetype anarchist, with any karma, the main character will be arrested in the city of Dark Water’s Peak for suspicion of killing a local professional resources, and he will have to escape from a local prison and prove his innocence – the role of a scam/punk
If the protagonist has negative karma and archetype of the lawyer, then he will receive this quest exclusively by finding important evidence or information – the role of a bad policeman
And here, I think, the question immediately arises – will there be quests that are available to one or another archetype? In fact, no, but there will be certain nuances – if the main character is a nomad, but he has a well -pumped REPAIR skill, then the probability of issuing an air purification quest in VetroGrad’s will be very high.
IFS Intoxication/Fatigue/Spirit – intoxication/Fatigue/Office of Moral – Spirit
Strip IFS is precisely that purple strip under the player’s avatar. The value can be from 0 to 1, as an example – 0.01, 0.15 and t.D.
This strip grows with multiple battles without rest, when you get damage from heavy weapons (grenades, machine gun, etc.D.). As well as from the adoption of all sorts of painkillers that raise health during battle (intoxication). Its growth is affected by almost everything that does not apply to “peaceful” actions.
The higher the value, the probability of getting a critical action higher (falling or dropping weapons, shoot in your leg). And also the percentage of probability of misses will increase.
It is removed exclusively by going to the doctor or the skill “Medicine”, sleeping, gambling or professional resurrects, camera with a Major
As is already visible from the screenshot, then in the game three types of PSI skills are planned.
1. Bio-PK / biopsychokinesis
Combat / only organics
2. CYB-PK / cyberpsychinase
Combat / only digit
3. Telepathy / Telepathy
Not combat
Biopsychokinesis acts exclusively on organic creatures (let blood out of the eyes, intimidate, and t.D.), but Cyberpsichokinesis is already only on the piece of iron (hacker, that would be in the battle on your side or turn off several moves, etc.D.) And the last, telepathy, are no longer combat skills, for example, to reveal the fog of war in any closed room for a few seconds.
Only androids will be separate, as it is organic and mechanics. They can be applied to them, like those and those PSI skills, if the skill, of course, supports this, which will be written on the hint.
PSI skills directly depend on implants. All skills are available to the player, but it will be possible to use them only if this or that implant is worth, or rather, a psi booster of a particular skill.
The battle mathematics itself is quite simple. Or rather its variables. Almost all standard values for RPG are taken into account:
1. Distance from the shooter to the target (0.1 to n) – example – 29m 2. Comfortable weapon range (0.1/n) – example – 0.1/20 meters 3. Weapon damage range (A/B) – example 10/15 4. Luck factor (from 1 to 12), affects misfires and critical blows – example 6 5. Skill factor, interest (from 10 to 300)
Next, shelters are taken into account. On NPC three points are read – head, body and legs. If one of the points is not visible, then the chance of hitting it is appropriately falls. And the last – what type of armor. If the armor is complex (Power Armor), then it is believed that at least open areas, and if the national team is a hodgepodge, then there are open areas.
The only thing that will definitely not be – getting used to weapons, the skill of wearing armor. I do not want the case that the player finds a cool gun, but it still needs a lot of time to get used to it. Armor and weapons are a gift to the player.
Random locations
I plan that the locations will be static. Rawdowness will be only when the player will buy the coordinates of an unexplored hopper. And this bunker will already be randomly seneren. This will at least somehow bring the dynamics to the game. Fortune will naturally affect the lutus and sizes of bunkers. But all other locations will be static.
The world will be completely open, and the player can travel all over the planet, as he wants.
This is all that I wanted to tell. I am now actively working on the propriets and filling in the world and I will try to finish off the pre-PRO of the technical build in the near future.
It is important to understand that this is all a sketch. And the probability that something will change to eat.