I think the easiest way for you to start is probably a combat oriented game, since it's well known this can be done

As for easter egg, ahah yes

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<DarkGod> lets say it's intended
So, in the end, the player would take 42 HP worth of damage, have a 15.2% chance to be stunned, and a 3% chance to have the implant disabled? That's roughly in line with how I imagined damage to work, though I represented it as the damage per unit (10 in this case) instead of the theoretical total damage. The advantage of this system is that the character sheet could show resistances right away, in this case 16% EM resistance.Devorius wrote:I think damage should be divided evenly, as in:
Actor:
(3 Tech Units + 2 Bio Units = 5 Total Units)
EMP Blast with an effective damage rating of 50 Electro Magnetic damage:
50 EM Dmg / 5 Total Units = 10 EM Dmg per Unit
10 EM Dmg vs Tech Unit 1 (no EMP shielding) | 5% Chance to Stun (vs Tech) + 10 Dmg Applied
10 EM Dmg vs Tech Unit 2 (EM Dampener [10% Res EM]) | 4.5% Chance to Stun (vs tech) + 9 Dmg Applied
10 EM Dmg vs Tech Unit 3 (Curse of Bad Wiring [EM dmg x 1.5]) | 7.5% Chance to Stun (vs Tech) + 15 Dmg Applied
10 EM Dmg vs Bio Unit 1 (Bio Intrinsic Res EM 80%) | (No Stun vs Bio) 2 Dmg Applied
10 EM Dmg vs Bio Unit 2 (Bio Intrinsic Res EM 80% // Reflex Boost Implant -20% Res EM) | 3% Chance Disable Implant + 6 Dmg Applied
It looks like the life/robotic strength/genetic strength setup for health would work well in one form or another. I could get behind the idea of all abilities being powered by BTU's instead of consumables.yufra wrote:I'm fine chipping in with the programming, particularly since I don't have a learning curve. I put my name under the "Teams - Programmer" column and added a few notes to the Google doc. The resources that made sense to me are:
- Life/HP
- Homeostasis, the measure of genetic stability. I imagine it on a scale from 1 to 100, with 100-H being the percent chance a random (negative?) mutation occurs.
- Integrity/Coherence, the measure of connection between body and robotic implants. Again I imagine 100-C is the percent chance of a part failing (temporarily, maybe permanently).
- Bioenergy/BTUs, the amount of energy available through biochemical or other energy available to power talents.
Are you suggesting a variable number of modifications allowed? Also, would homeostasis and integrity be consumed by abilities, or just by damage? The problem that I have with emphasizing all-robot and all-mutant builds is that it could become quite difficult to adapt to a situation that the opposite of your specialization is better suited to. It's not a huge issue, and, on the plus side, it forces the player to make a stronger decision.yufra wrote:Adding genetic modifications would reduce both homeostasis and integrity/coherence, but the later by more. Robotic implants would do the opposite. This would give incentive to specialize in one. It looks like bricks took the inverse approach, have a resource that scales from 1 (good) to whatever (bad). I prefer mine a bit since the bar will scale like the HP/health.
If BTU's are used, then it could work to completely remove items, and have weapons integrated into the arms. The downside of this is that the player would have much less versatility, having a maximum of two different weapons as opposed to the half dozen or so (including single use ones) that could fit in a large inventory.yufra wrote:I was actually considering ripping off DG's inventory paper doll to do something like Lukep's suggesion on body slots for modifications, so that definitely gets a +1 from me. It wasn't until I was reading lukep's description of items that I realized I was actually intending on having NO items (gasp!). I'll think about that more...
This could work quite well. One way I see of implementing a system like this is to have a chance (could be 100%) of checking multiple times (anywhere from twice to 1000000 times), and taking the best result. For example, a pistol could have 1.7 precision modifier, indicating that it checks once, with a 70% chance of a second check. A rifle could have 3.2 precision, showing that it checks three times, with 20% chance of four times. I don't think that anything above 4 or 5 should be common.bricks wrote:Targeting can be done in the background; if you have a sniper rifle and Farsight Eyes, you could gain a bonus to hitting smaller, more susceptible body parts.
Hmm, I didn't really think that through fully. It could just be a hard limit, anything above a certain amount is not allowed (or, reduces your speed to 0.5). Or, it could drain increasing amounts of power to move (if it is used).bricks wrote: Edit: Edit to your edit.I may be alone in this, but I find varied movement speeds in turn-based games to be really unintuitive, unless they take integer values (and even then you wouldn't want to see more than 2x or less than 1/2x movement speed). Without some sort of turn indicator (even just as a toggle or an unobtrusive list), I'd rather everything just move at the same speed.