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The New World (aka Generation Ship)

Est qu'il y auras une traduction fr? ou comme AoD? Je suis très fan du SF :) Je veux y jouer
Nooooonnnn !!!
Garde royal
Bah... Allzy ne cherchait pas un nouveau projet après avoir terminé Grim Dawn ?
Amélyssane Trollheart, déesse infernale des trolls.
bin y'a déjà underail et age of decadence a faire, il va falloir le cloner ! :p
Grand gobelin
bin y'a déjà underail et age of decadence a faire, il va falloir le cloner ! :p

c'est déjà fait ça, et le temps que Generation Ship sorte (202X), All Ze Junior sera en age de traduire
Grand gobelin
Development progress #3, March 2016 Update

On commence dans le vif du sujet par un calendrier prévisionnel
When To Expect?

I think we’ll need 5 years now that everyone’s working full time and has 10 years of experience.

2016 – pre-production. The goal is to have all systems, quests, and locations designed and ready, so that we have a clear blueprint to follow. At the moment Nick, Ivan, and Oscar (programming, models & animations, level design & scripting) are working on the dungeon crawler, so they aren’t sitting around waiting for me. Mazin (art) is working on both the crawler and the CSG (colony ship game), with the crawler being a priority at the moment.

2017 – laying the foundation. Once the crawler is released, we’ll focus on the CSG. The goal is to get to the content-building stage fast but that’s a long journey, requiring the following 3 steps:

Engine familiarity and systems/tools porting IF using Unreal 4; at least 6 months
All systems (character, crafting, inventory, dialogue, stealth, combat); probably a year
Models and animations. AoD has over 500 unique animations, so it’s not as simple as it sounds, but we should be able to do it in a year.

So IF everything goes well, we’ll have everything we need by mid 2018 and start working on the content. That gives me 2.5 years to develop the setting, factions, quests, characters and party members, which is plenty of time. I’m already working on the main quest and it’s shaping up well (good range of choices plus a really great fork in the middle where you can disregard what you’ve been working on until now – or continue if you still think it’s the best option – and change the goal and the endgame scenario and endings). More on that in the future updates.

Our goal will be to deliver a 4-location demo by the end of 2018 and start gathering feedback and tweaking systems, which is a crucial step. I assume it would take us about 6 months to make changes based on the feedback, at which point we’ll be ready to move forward once again.

The next step is to get to the Early Access stage, which will require 50% of the content (it’s not an actual requirement but we don’t want to offer less). I’d say it would take us a year to get there, but if we can do it faster, it’s a bonus.

So, Early Access by the end of 2019, release by the end of 2020. So far it looks reasonable but it always does when the finish line is 5 years from now. Either way, we’ll keep you posted of our progress and since you now know what to expect and when, you’ll be able to tell the moment we get off schedule.

Donc pas avant 2020, avec une équipe qui travaille à temps plein pour le moment sur le projet du dungeon crawler (en party based) :
- Nick: programmation
- Ivan : modélisation et animation
- Oscar : level design et scripting

Et parce que le studio ne souhaite pas faire un copier/coller des mécaniques présentes dans AoD, voici encore les grandes lignes de ces mécaniques

Notable System Changes

I’ll go over every system in the future updates but for now I’ll give you a quick overview. We want the CSG to play differently from AoD and have different mechanics because doing the same thing over and over again gets old fast. At the same time we don’t want to make changes for the sake of making changes, so we’ll do our best to make sure that the changes fit the style and design of the game.

Tagged Skills

Tagged skills will increase at a faster rate. INT will no longer give XP bonuses but define the number of tagged skills instead (up to 6 tagged skills at INT10). Thus a smart person will be able to excel in a larger number of disciplines.

Party-Based Mechanics

Charisma will determine the number and quality of your party members. The party size will range from 2 to 5. Experience points from quests will be split between the human party members (a droid will have its own leveling up mechanics and won't cost you any XP), thus a smaller party will be able to gain levels faster. Same goes for the skill use.

Plus sequential combat and party dynamics described in the previous update.

Feats & Character Levels

Your characters will gain levels using experience points from quests. When you level up, you’ll select feats, unlocking or improving your abilities. The feats will be an important aspect of character development (i.e. they won’t give you minor bonuses but help you develop your characters along specific paths: lone wolf vs squad leader, offense vs defense, gunslinger vs sprayer or gadgeteer, melee vs ranged, which will go beyond which skill to develop, etc) and make as much of a difference as the skills levels.

I want the skills to determine your chance of success with certain tasks and the feats to define what you can do and how you can use these skills to maximum advantage. For example, not every guy with points in Pistol is a gunslinger, not every guy who travels alone is a Jeremiah Johnson when it comes to survival, etc. Basically, the feats will define your character much more than your skills.

Skills & Learn by Using

You will not gain XP for killing, talking, sneaking, picking locks, using computers, fixing mechanical things and such. You will not increase your skills manually. Instead your skills will be increased automatically based on their use.


One of the most common complaints about AoD was meta-gaming, yet the problem wasn’t on the design end but on the player’s end. Basically, it was driven by the player’s desire to get more content in the course of one game. As that content required stats and skills, it forced some players to metagame, either to spread skill points in the most optimum manner or to hoard points and use them like currency to buy extra content. The ‘increase by use’ system eliminates this meta-gaming aspect as now there are no skill points to hoard or distribute. The content you get will be determined by your actions and choices (including which skills to use as your primary and secondary groups).

The main problem with a party-based, skill-based (as of opposite to class-based) setup is that even with a 3-man party you can easily cover all skills you want to have. You’ll have a fighter/talker, fighter/thief, fighter/fixer, which is something we’d like to avoid. The ‘increase by use’ system solves this problem in the most natural and logical way possible. Your abilities reflect what you do, not how (usually arbitrary) you distribute your skill points.

It reinforces the party-based design I talked about in the previous update. If you let one of the party members do all the repair work while you concentrate on other areas, losing this party member would hit you hard and you’d have to make sure (via choices made during quests) that he/she would stay with you no matter what.

It rewards consistent gameplay. Let’s say you need to deal with a gang that stands between you and that door over there. If you kill them, everyone’s combat skills will improve a bit. If you talk your way through, only your dialogue skills will go up.

We’re well aware of the possible exploits and want to reassure you that skill use will be a somewhat limited resource (no respawning enemies, silly things like greeting every NPC to increase your speech skills, spamming activities to max skills in 30 min, using faster weapons to level up skills faster, etc). Instead of counting how many times you did something, we’ll assign a certain value (let’s call it learning points) to each activity (attacking, killing, fixing, sneaking, convincing, lying, etc). So killing a tough enemy or repairing a reactor will net you more points than killing a weakling or fixing a toaster. Basically, it will work the same way as XP but go directly toward raising a skill that did all the work.


Ranged combat will be dull if everyone just stands there, firing their weapons and dodging bullets. It needs cover but we don’t want to place cover everywhere, which means we need gadgets to make your own cover (among other things):

Depletable energy shield (absorbs x damage)
Reality distortion field (THC penalty against you)
Optical illusion a-la Total Recall (chance that enemies will target the illusion)
Cloaking field aka Stealth Boy
Stasis field (holds enemy, no damage can be dealt)
Brainwave Disruptor (don’t leave your home without Psychic Nullifier)

Basically, gadgets will be the CSG’s alchemy. Expect 10-12 gadgets with 3-4 upgrade levels.

TB Stealth

We wanted to add it to AoD but didn’t have enough time. Now we do. It will be seamlessly integrated into the combat system so you’ll be able to sneak past guards or attack from behind while in stealth mode. We’ll introduce the system properly in the future updates.


You’ll be able to swap barrels, cylinders (revolvers and certain shotguns) & magazines, grip, trigger mechanism, stock/butt where applicable; or add scope, silencer, laser sights, speedloader, and other upgrades.

Dialogue system

In AoD failing checks often ended conversations whereas passing checks often led to more checks and thus counted for nothing. In the CSG we won’t end conversations the first time you fail, but allow you to try different lines. Failing and passing checks will strengthen or weaken your opponent’s position on certain things, so essentially you’d chat first before trying to ‘seal the deal’.

The goal is to make dialogues less passive, engage the player more like we did in the conversations with Lorenza, Azra, and the praetor investigating the murder you committed, and allow choices made during the conversation to modify the final check.

Faction system

In addition to your reputation, which will play a much bigger role in the game (the main quest is sort of built around it), we’ll add two important stats that will be affected by your actions: faction strength & morale (your actions might increase or lower both or increase one and lower the other). More on that in the future updates.

On retiendra principalement le système de gain d'XP : uniquement en résolvant des quêtes.Mais aussi le système d'amélioration de comp : un système issu du concept "learn by using".Un exemple est plus parlant:

the idea with this game is to go more "hybrid" than AoD, so we won't be extremely stingy with learning points. Combat will have a bigger role, and it's planned for you to be a fighter-talker or fighter-thief, etc. Plus failing will provide learning points as well, but only once, and deducted from future success. For example, fixing a generator provides 100 LP. You try, fail, get 40 points. Then you read some books on mechanics, level up, and when you fix it you get the remaining 60.

Sur ce, avec une update par mois, ça va n'en faire du suivi jusqu'à la livraison

edit: pour plus de clarté:
Skills are increased by your decisions, while feats are a character development choice.


Message édité pour la dernière fois le : 15/03/2016 à 01:36

Ah non pas 2020! C'est dans au moins vingt ans!!....Ah non, c'est vrai, le temps passe vite!
Garde royal
Ouaip 2020 ça fait un bail même si à l'échelle d'Iron Tower un tel délai n'est pas excessif étant donné la dimension du projet.
C'est au pied du troll qu'on voit mieux le troll.
Grand gobelin
A propos de l'unique droid "recrutable":

on sait que si la valeur de charisme du PJ influe sur le nombre potentiel de compagnons dans l'équipe, en fait ça marche à l'envers pour le droid, qui lui n'aura logiquement pas sa propre personnalité.Donc, n'importe qui devrait pouvoir l'enrôler.
Par contre, il y aura des NPCs qui n'apprécient pas forcément ce genre de machine, et bien la aussi, le charisme aura son importance pour que les plus réticents apprenne à accepter sa présence à leur côtés.

Ca me fait penser à Bishop dans Alien ça...

Et a propos de ce Bishop:

For now (meaning it might change later), it's a plain old non-humanoid robot. It was decommissioned, so it starts as an empty shell, basically, with very little combat value, but as/if you acquire different modules and restore it, it will become a very capable companion.

J'y vois comme une sorte de Golem qui ne demande qu'a être amélioré, comme dans un NWN2 .La question est de savoir si oui ou non il sera soumis aux lois d'Asimov, et donc si il est apte à participer à des combats

Message édité pour la dernière fois le : 17/03/2016 à 18:57

It's a riot suppression droid, so it won't have any moral objectives when it comes to handling "troublemakers".
Grand gobelin
It's a riot suppression droid, so it won't have any moral objectives when it comes to handling "troublemakers".

Hum thanks Vince.It's a nice way to avoid the asimov morality question.Good catch
Asimov lived in a different time, long before missile-armed drones became a reality. Today it's hard to imagine military robots being built with some kind of morality clause. Acquire target, destroy, seek new target.
Grand gobelin
Not false.And afterall, nothing says that these laws would still apply in a distant futur.
Grand gobelin
Development Progress #4, April 2016 Update

Reflections on the main quest design

There are many different ways to construct a main quest in an RPG and every studio uses a different set of building blocks reflecting their own preferences and goals. We’re all about Choices & Consequences, which means 3 key types of choices:

Multiple quest solutions (you should be able to go through the game in a different manner if you decide to replay it with a different character)
Narrative choices (craft your own story by making different choices and reaping different consequences)
Moral choices (aka ‘you should not be forced to play a hero obsessed with helping people’)

Needless to say, there is a lot of work involved in supporting these choices and giving them depth. Narrative choices require multiple factions, a branching main quest, and multiple endings; moral choices – evil/opportunistic bastard path, etc.

Our main quest’s building blocks aren’t that different from the ones we used in AoD...

3-4 factions
Branching main quest (at some point you choices should take you into different directions)
At least 5-6 vastly different endings

... but we’ll use them in a very different way and craft a very different experience.

Before we talk about the CSG’s main quest design, let’s talk about the AoD’s main quest to illustrate some points without spoiling anything.

The main quest started vague – "go I know not where, bring back I know not what", and then the faction quests took over as the meat of the game. Essentially, the game wasn’t about finding the temple but instead working for the factions and slowly uncovering what happened in the past. By the time you’ve visited all 3 cities and learned what you can about the factions, the war, and the gods, you know where the temple is and you're ready to make your choice. That fairly important choice affects the ending slides, but not gameplay because the game is almost over at this point.

Naturally, we want to do better. So in the CSG we’ll get rid of the vagueness, move the main quest to the center stage, push the factions’ quests back, and allow you to make key choices earlier and thus enjoy the consequences earlier.

It will start simple – while scavenging you stumble upon something clearly valuable, a long-forgotten device that wasn’t meant to be used until the ship lands (but can be used in-flight). Not being an expert on such things, you need to know exactly what this thing is to figure out what one of the factions will pay for it, which is a good way to introduce you to the three main factions in Act 1, whereas in AoD the Noble Houses were introduced one Act at a time for storytelling reasons (escalating events):

Once you know what that device is (at about 30% of the game), you’ll offer it to the faction of your choice, at which point your relationship with the other factions will go down, introducing an aspect we didn’t really touch in AoD – factions acting against you, attacking your base of operations, and turning locations under their influence against you, which will boost replayability.

At about 70% of the game, you might realize (via learning more about the ship if you’re smart enough) that what you’re doing might not necessary be what’s best for the ship (or you personally) and get an option to do things in a very different, "fuck all factions" way. The remaining 30% of the game will be dedicated to each path within this fork, presenting different challenges and choices. So far, that’s 3 'working for a faction' paths, 3 'fuck 'em' paths, and 7 different endings without counting permutations.

This way you’ll get to play through your key decisions, instead of being told about what happened next in the slides. Obviously, the slides will still be there but gameplay-to-slides ratio will be different.

Progress report

I’ve been working on the game for 5 months now and so far it’s going well:

Finished the second iteration of the main quest. In the first iteration that "something clearly valuable" thingy was merely a disposable lead-in, introducing you to the factions. In the second iteration we changed it into a more important device, not something you just hand over and forget, which had a cascading effect and changed the entire main quest. In terms of AoD, imagine delivering the temple to one of the lords at the end of Act 1. It would have instantly changed the rest of the game.

That’s what I like about the iteration approach. You do the first draft and look for the weak spots. Sometimes it takes a few weeks to find a perfect "piece of the puzzle". You put it in place and it forces changes across the board, which in turn creates new weak spots waiting to be replaced. Eventually it settles down, but it takes time to slow-cook it to the point where you’re more or less happy with it.

Finished the overviews of the first 5 locations out of 16: The Pit, Armory, Shuttle Bay, Hydroponics, Industrial “District” and passed them to a new concept artist (can never have too much quality art). It seems my progress rate is one location a month, plus other things like the CSG systems, the dungeon crawler’s dialogues and “quests”, for the lack of a better word, etc. So I’ll need 11 months to do the remaining locations and that’s just the overview (visual, basic level design, quests/points of interest outline). On the plus side, IF everything goes well, we’ll have a pretty good foundation by March 2017 and still 3 years of development ahead of us to put it all together.

Finished the first draft of the starting ‘town’ quests, including a conflict that nicely fits into the main theme of the game: different societies and ways of governing.

Finished the first draft of the combat system; wanted to dedicate this update to it but decided to wait and work on it some more

Ah ah, si désormais les factions pourront véritablement agir contre le joueur (et ses choix), ça promet un génocide

+ à propos de ce nouveau talent qui fait ses preuves

He'll do the intro art for all 16 locations (similar to what we had for AoD but more detailed and up close). It will take a while; he's been working on the first piece for 2 weeks now, so assuming it takes 3 weeks per piece, it will take him about a year. Then we'll see if there's anything else he can do for us.

1st screen


Message édité pour la dernière fois le : 22/04/2016 à 21:42

Garde royal
Des factions contre le joueur, ça promet d'augmenter (encore) le challenge.

A l'instar d'AoD, ok pour que la rejouabilité tienne toute sa place mais par contre j'espère que le temps de jeu effectif de Generation Ship (en mode one shot) sera bien plus conséquent.
C'est au pied du troll qu'on voit mieux le troll.
J'en peux plus d'attendre que ce jeu sorte... Quelle tuerie ça va être.

Make RPGs great again
Grand gobelin
va falloir être très patient les gobz, j'attends déjà la bave sur le coin des lèvres la prochaine update sur les mécaniques de combats
Grand gobelin
Development Progress #5, May 2016 Update

L'heure des comptes et un aperçu des combat mechanics
We started working on AoD back in 2004 which was a long time ago, so long, in fact, that I’ve completely forgotten what it feels like to start from scratch, when you need everything but have nothing. To say that it’s overwhelming is to say nothing at all. If anything it was easier the first time around when our naïve belief that we can do it in two years shielded us from lasting mental harm. It’s not the same when you know that 4 years development cycle is the best case scenario, if everything goes smoothly.

So what does one need to make an RPG?

1. An engine would be nice. Fortunately, it’s not my department so I’ll scratch it off my list and pretend that it will magically appear one day. So far, the plan is to use Unreal 4, but if we run into trouble we can always use Torque (the AoD engine), aka oddly comfortable plan B.

2. Setting, story, locations, quests, characters – the writer's domain. If AoD’s 600,000 words are any indication, it’s a big project that would probably take at least 3 years out of 4, if not all 5 out of 4, but as long as I’m half a step ahead of Oscar, it’s all good.

Right now I’m working on the 'foundation': history, mutiny, early factions, post-mutiny events, schisms within factions, etc. Basically, the past events that explain why things are the way they are and how "we" got there in the first place. It’s important to see such things clearly when working on quests and leaders who don’t spring out of nowhere but are the product of their age and milieu. Overall, it’s been about hundred years since the mutiny and more than three hundred years since the ship was launched.

3. Systems. While the exact details aren’t important yet as all systems will keep evolving throughout the development, gaining more depth and complexity with every iteration, we need to get the 'foundation' right the first time, then build on top of it. More on that later.

4. Art. Surprisingly, the biggest problem right now is art. We need a lot of art, all kinds, shapes, and sizes. No, we don’t need it right now, but all these tasks take months and years, so we need to start planning now or we’re going to miss the train.

It feels like a Tetris game where you have to put all these different pieces together and make sure we get everything we need and in a timely manner. Mazin (our artist) is truly exceptional and there is very little that he can’t do well, but he’s working part-time. Even if he weren’t, he can’t do everything as the list is too long, which means that we need to hire freelancers.

That’s where it quickly gets prohibitively expensive. Quality takes time (days) and nobody will work for days for $25. Now we know that the game will still look crappy indie because we don’t have the manpower (the Witcher had 80 people, the Witcher 3 250 people, we have one artist/designer which explains why AoD didn’t snatch a single “Best Graphics 2015” award), so if we can’t deliver awesome visuals, we HAVE to deliver awesome details like portraits, icons, intro art, models, etc.

So what do we need?
- Logo
- Interface
- Intro, Menu, Promo art. Each piece takes 3-4 weeks, so that alone is a year-long project IF the artist is committed and dedicated. Sadly, that’s a big IF so it might take 2 years IF it goes well. When it comes to freelance artists, your mileage varies greatly.
Visible Things That Must Be Designed:
- Weapons
- Mechs & Turrets
- Anti-Riot Droid aka your faithful companion
- Shuttles
- Mutated critters
- Space Suit and other trendy clothing items
- Gadget effects when deployed
- Non-generic locations. For example, the cargo hold is visually interesting (looks amazing in Excel!), but it's built from generic parts (containers, cranes, etc). A place like the Bridge, for example, or the Neo-Church, or the Breached Hull :have spacesuit – will travel: requires a concept artist’s touch (weeks of work per location).
- Misc; ideally a lot more things should pass through the Concept Art department, but we have to be realistic and never ever bit more than we can chew on.

- Portraits. AoD has 57 portraits. Let’s say we’ll go with 60 portraits because they really do add so much to the dialogue screen. 3-4 days per portrait, that’s 180-240 days right there.

- Inventory Icons. AoD has 252 unique items (not counting different variations like bronze,
iron, steel, etc using the same models and icons). We don’t have a full item list yet but I’d be surprised if we end up with less than 200 items, so we’ll have to split the items between two artists to make sure it’s done by 2018.

So far we've finalized weapons, armor, and gadgets. We started with 81-90 weapon icons but reduced them to 66 for cost-related reasons, which is still more than AoD’s 40 weapons plus uniques. It takes 3-4 days per icon (including the back-n-forth design phase), so 6-8 months of work with a dedicated artist, about 2 years of work with a busy artist who’s working with multiple clients, and that’s just the weapons.

This brings us to the issue of costs and art budgets. Any work, be it a portrait or an inventory icon, that takes a couple of days of work would end up costing you $100-300 per item. For example, when I was looking for a portrait artist for AoD, I was quoted $80-100 for a black-n-white portrait, $200-250 for a color one, which explains why you rarely see high quality portraits in games. It's just too expensive. If not for Mazin's generosity, we wouldn't be able to afford them either.

So 66 weapon icons would cost us anywhere from $6,600 – if we’re lucky and find a guy willing to do the top tier work for the low tier price – to almost 20k, which is a lot of money. It's very easy to understand how game budgets quickly grew out of proportions and to the point where you have to play it safe to get your investment back and make a few bucks on top of it.

It’s tempting to invest more, to hire more artists, but I know of three indie studios that either ended up deep in debt or failed to make any money to continue after releasing RPGs that seemingly did well and I’m not in a hurry to join them. I'll go over the indie "business model" in the next AoD update.

- Models (weapons, objects, etc) : Same story, there’s only so much we can do on our own because modeling guns and objects take time from Oscar and Ivan (our animator). So again, you outsource - you pay a lot and drain your coffers faster than you can blink, so it requires an approach so careful and balanced it would make Sawyer proud.

- Animations. AoD has over 500 animations, but that’s mostly melee. Firearms and cover mechanics can easily double that number.

^ It's not the final name but it's one of the "finalists". My first choices was Adrift but it's already taken (a Steam space game creatively called Adr1ft). The Sunless World isn't the best name but it works. The ship IS an entire world to its inhabitants and 'sunless' is a fairly good and accurate description. There are some books with the same name (one's from 1967, the other is an e-book) but I don't think that anyone will claim we're trying to capitalize on their fame, although you never know. Anyway, until we launch a website, nothing is final.

Back to the systems. Now that you have a good idea of our workload, let's talk about two key systems: combat and stealth. I'll do my best to organize my thoughts and present them in a semi-coherent fashion, so bear with me.

Melee-based combat makes a lot of things simple in 3 key areas:
- Melee attack can be dodged or blocked (or parried or deflected), thus you easily miss even if you’re standing next to the guy you’re trying to kill. The famous duel in Rob Roy would have been very different if both duelists had SMGs.
- Damage dealt can be modified by effort (i.e. fast or power attacks).
- Combatants can just stand there and trade blows all day.

So, logically, combat with guns should have higher THC in general, higher mobility, no dodging bullets, no damage modifiers, which means that fast attacks, normal attacks, and aimed attacks will do exactly the same damage, which means the player would want to use the fastest attack unless there’s a strong penalty, but we’ve just decided to keep THC relatively high.

The obvious conclusion is that we need grazing, cover, and a wide range of attack types:
- Let’s start with grazing. I wanted to implement it in AoD but we were out of time and the fast attacks were basically grazing attacks, doing a lot less damage. The ranged combat is perfect for it.

Let’s say you have 80% THC (to-hit chance). You roll the dice and as luck would have it, you’re 1 point short but the binary miss-hit system doesn’t reward your near excellence and treats it as you weren’t even close. So, we’ll change that and go with 4 roll 'ranges': miss, graze, hit, critical hit.

This will give us some flexibility with damage ranges and allow you to trade damage for THC.

- Cover is another way to lower your THC without raising eyebrows and explain why the combatants take 4-5 turns to kill each other. We don’t want to place cover objects everywhere, so we’ll go with energy shields you can place in front of your character (i.e. you throw a 'gadget', it generates an energy shield in front of you (not around you) which absorbs X amount of damage and makes it harder to hit you while you’re hiding behind it).

Naturally, once you decide to go with gadgets, why stop with one? Why not have gadgets modifying every available battlefield stat?

-- Depletable energy shield (absorbs x damage)
-- Reality distortion field (THC penalty against you)
-- Optical illusion a-la Total Recall (chance that enemies will target the illusion)
-- Cloaking field aka Stealth Boy
-- Stasis field (holds enemy, no damage can be dealt)
-- Brainwave Disruptor (don’t leave your home without Psychic Nullifier)

As mentioned previously, expect 10-12 gadgets with 3-4 upgrade levels. Earlier I was toying with the idea of energy armor but the energy shield idea is better as it ties you down, creating tactical opportunities for your enemies. Then you’ll have upgradable synthetic armor offering different degree of protection against melee, projectile, and energy attacks.

- Attack types

-- Three basic attacks are Fast aka unaimed (increases your Graze roll range and cuts the Hit roll range in half), Normal, and Aimed Attack (doubles the Hit roll range, cuts in half the Graze range). You can use these attacks with any weapons.

-- Class- and weapon-specific attacks like Short, Long, and Wide Burst for SMGs (some SMGs would be more suitable for wide bursts whereas others would be more suitable for long burst; however, these attacks would be available to all SMGs) and certain shotguns; Fanning for revolvers, Double Shot or Full Broadside for multi-barrel weapons.

-- "Tactical" attacks like Suppressive Fire and various Interrupt, Attacks of Opportunity Reaction Shots

Another thing worth mentioning is that firearms, unlike fairly straightforward melee weapons, have very different designs, so each category (Pistols, Shotguns, SMGs) will have 3 subcategories. For example, Shotguns will have One-Handed Shotguns (sawed off and ‘Mare’s Leg’ style shotguns), long, heavy-barrel shotguns, and shotguns with revolving cylinders. So even if you choose to specialize with a single weapon class, you will have plenty of tactical options within this class.

Last but not the least is the focus on mobility. In AoD we didn’t want a melee opponent chasing you all over the map, so your movement rate was slow (2AP per square). In the CSG we want mobility play a large role, allowing the enemies (and encouraging the player) to move around, flank and flush you out.

TB Stealth feature list:
- Your actions will generate 'disturbance' (the word noise doesn't work with visual disturbance caused by cloaking), modified by your stealth skill and the guards’ perception. The disturbance meter will show both the disturbance you generate while in stealth mode and disturbance you detect (cloaked or hidden enemies).
- You determine how fast you move while sneaking (2:1, 1:1, 1:2 – AP to square ratio), the faster you go, the more noise you generate.
- If you manage to get to a guard from behind without alarming him and triggering an interrupt attack (like a shotgun blast in your face), you can kill him using Melee weapons, your skill level will determine whether you succeed or fail. If you fail, we switch to TB combat.
- The guards will have 3 states; each state will increase the detection radius, representing alertness.
-- unaware of your presence – do nothing
-- suspicious – investigating
-- alarmed – hunting down and summoning reinforcement, will get an interrupt attack on sight

Well, that's about it, folks. If you have questions, ask. If not, wait 'til the next update.

Voila, un bon pavé à absorber si l'envie vous tente.Et le meilleur pour la fin

Only 55 updates to go.


Message édité pour la dernière fois le : 18/05/2016 à 19:17

Garde royal
Sympas les sulfateuses futuristes...
C'est au pied du troll qu'on voit mieux le troll.
Grand chevalier
J'ai pas lu le pavé, mes les flingues ont la classe !
« Un peuple prêt à sacrifier un peu de liberté pour un peu de sécurité ne mérite ni l'une ni l'autre, et finit par perdre les deux. » Benjamin Franklin
Garde royal
Le plus jouissif, c'est qu'on ne pourra presque pas s'en servir car les munitions seront limitées.
C'est au pied du troll qu'on voit mieux le troll.

Message édité pour la dernière fois le : 18/05/2016 à 20:02

Grand gobelin
ce sont des plasma pistols, donc des armes énergétiques ^^
Garde royal
A quand même.
C'est au pied du troll qu'on voit mieux le troll.
Grand gobelin
cela dit, les cellules d'énergies seront quand même rare
Energy weapons are Earth-made. Since they have no recoil, large stock isn’t necessary, so whereas the firearms and crude and angular, the energy weapons are elegant and curved (think flintlocks). They are single shot weapons that are extremely accurate but slow to fire. They use energy cells (one ammo type for all weapons) that are very rare. Some places sell re-charged cells but they are less effective.