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The New World (aka Generation Ship]

REPONDRE S'ABONNER
AbounI
Grand gobelin
#51
Development Progress #6, June 2016 Update

Voici donc venu le temps de la présentation des 6 factions

Les Protecteurs de la Mission



The Protectors' one truth is the Mission, and the sole way to ensure successful completion of the Mission is to follow the Old Ways. The ways of the fathers, forefathers, and Founding Fathers are together the beam upon which the Ship travels to our ultimate destination. The mutiny, which through their steadfast and timely intervention was thankfully aborted, was the ultimate betrayal of the Old Ways, of everyone who had come before, the nullification of every sacrifice and every life dedicated to the Mission.

Sworn to regain control of the Ship, the Protectors will subjugate anyone who threatens the Mission. Over the last century they have managed to expand their enclave somewhat, but the Brotherhood is deeply entrenched. To overcome them with violence would result in a massive loss of life, an unfortunate consequence which itself would endanger the Mission.

The Protectors are governed by the Mission Control Council, which appoints the Mission Commander to implement their policies and decisions. Failure is regarded as a deviation from the Mission. As such, Commanders are twice as susceptible to death-by-misadventure as the average citizen.


La Fraternité de la liberté



The Brotherhood was formed to liberate the people from the iron shackles of the Ship Authority. Though their first sally -which the fossils of the old world denigrate with the term "mutiny"- failed to completely achieve this aim, the Brotherhood was successful in establishing themselves as a power to be reckoned with. More importantly, their ideals of liberty and freedom are now discussed everywhere.

The Brotherhood's initially pure goal, to free the enslaved wherever they may be, has unfortunately been sullied by the practical concerns of democracy. If the Brotherhood had had access to the older histories they would have realized that democracies beget their own factions, factions which cannot be put down with violence for now they are within. The Executive Council was also forced to consider issues like the right to vote, and whether it should be granted freely to all, or earned through service to the state. The first generation earned their rights rebelling against the tyrants, whereas the youth of today have forgotten even the names of those heroes. Easily swayed by rhetoric and bribed with cheap comforts, these layabouts could hardly be less concerned with such abstractions as liberty and universal suffrage.

To bring freedom to the Ship entire must involve war, and no war may be won without sacrifice, nor may battles be managed by committee. The unwillingness to back high ideals with bloodshed is, as far as the Council is concerned, the reason for the recent losses against the Protectors. Yet any attempt to limit majority rule must be interpreted as a retreat from the ideals upon which the Brotherhood's very identity is based.

If every decision, even those which mean death to some of the Brotherhood's own citizens, must first be approved by a majority, how is it possible even to start?


L'Eglise de l'Elu



As inevitably happens in dark and challenging times, some citizens turn to God for reassurance, the promise of an end to pain and hunger. Or failing an end, at least a purpose.

The Church of the Elect rejected both the Protectors of the Mission and the Brotherhood of Liberty as worldly fools distracted by politics and their own egos. Teaching their adherents that they were chosen by God, the Church frames the journey of the Ship as a centuries-long test of faith. We all face a series of difficult trials, yes, but with a very definite end.

When the Ship arrives at her destination, Judgement Day awaits every citizen. The righteous will be welcomed into the Promised Land of Alpha Centauri-4, while the unrepentant will be returned to the Hell from which we fled -Earth- to suffer for all eternity.

Led by the Chaplain-General, the Church of the Elect is a militant organization. While Christ was undoubtedly a man of peace, what he preached on Earth does not strictly apply in the void of space. Extraordinary challenges require exceptional measures, for even Jesus can't do much for an unarmed man.


Les hommes de l'Alliance aka les mutants



When a small percentage of children in the Habitat were first born deformed, they were immediately shunned. Superstitions – that their deformities were contagious, that they were radioactive – swiftly followed and they were branded Mutants. The young were abandoned, and those whose defects didn't manifest until later driven out of the Habitat.

As the number of outcast Mutants grew, they began to settle in what had come to be known as the Engine Room, the vast open space providing access to the Ship’s engines and reactor. With the condition of the fusion reactor degrading to dangerous levels, and the number of volunteers for jobs in areas exposed to radiation remaining few, the Mutants approached the Habitat to negotiate the Covenant, a pact granting the Mutants protection from harassment and violence in exchange for their maintenance of the engines and other vital ship systems.

Out of necessity, engine work and electronics were taught to the outcasts by Engineering Officers, and out of "charity" Christianity was introduced by the missionaries. Over the decades, the isolated Mutant collective became increasingly tribal, and the confused worship of both science and religion led to a theocratic, caste-based society. Believing themselves chosen by a higher power, the Mutants declared their disfigurements not a curse but the Mark of God, the physical manifestation of their destiny to save the ship, and thus mankind.

Now the Mutant priests hide the stigmata of their kind behind masks depicting beatific metal faces, and their Consecrators regularly tour the Habitats, to seek out children bearing the Mark and to spread the word of God. Frowning upon (or more aptly, fearing) such blasphemy, the Church of the Elect claims that the Mark of the Beast is the proper name for the Mutants' affliction, but as long as they tend the Ship's engines they remain inviolable.


Cette faction contrôle donc les moteurs et les organes vitaux du vaisseau

Les Eclésiastes



At the heart of the Ship sits one of its deepest mysteries: the House Ecclesiastes. A simple, unadorned facade belies the importance of this temple, and the curious visitor is welcomed by nothing more than a centuries-faded relief spelling ECLSS and two well-maintained turrets. Only senior faction representatives are granted audience here. All others are turned away.

The monks of House Ecclesiastes are the keepers of many secrets. Deep within the zone, they are said to meditate on the very essence of Life and Death, but their practice is not one of philosophy. Their rituals are crucial to the systems that allow every citizen to survive. The burden of their knowledge is so heavy that they have cast aside all other earthly concerns, caring not for wealth, pleasure or power. Thus their motto: He who increases in Knowledge increases in Sorrow.

With few exceptions the needs of these ascetics are modest, but whatever they request, they promptly receive. In return they offer nothing but the continued supply of air to breathe and water to drink.

Generations will come and go, but the Ship is eternal.


Les gardiens des secrets autant que l'air et l'eau, ressources vitale.

Les Hommes Libres, les Freemen

Recognizing neither the Protectors of the Mission or the Brotherhood of Liberty, the Freemen submit to no one's laws. These ruffians have no respect for titles, tradition, or any rules restricting their right to live in whatever manner they choose.

Refusing to trade their principles for the comfort and safety -and the subjugation that goes along with them- of the various squabbling boot-licks of the Habitat, the Freemen have chosen to settle beyond its borders, where they make a living as scavengers, traders, and highwaymen.

The center of their domain is one of the Ship's capacious cargo holds, now a container town. Aptly named The Pit, it is dark, cold, and lawless, a place where a person might go to secure an illegally modified pistol, or a flask of alcohol fermented in a disused cooling duct, and end up with a blade in the gut instead. As the Pit offers nothing of value to either the Protectors or the Brotherhood, it currently enjoys all the freedoms a citizen could desire.

But however much the Freemen shout about their ideals, should the situation change these anarchists may find themselves truly liberated — from all worldly laws and cares.


ces anarchistes, ont déjà été évoqués, vivent dans le Pit, la zone cargo du vaisseau (cf, le concept art)

* * *

Le joueur, on le sait déjà, sera l'un de ces freemen, ayant grandi dans le Pit, et ne connait donc que très peu de chose de L'habitat, ce vaisseau générationnel

Et puis, il faut accueillir Scott Hamm dans les rangs d'ITS pour épauler Vince dans son rôle d'écriture.

In other news, Scott Hamm who wrote those great Lovecraftian tales he posted on our forums and contributed to AoD will join the, uh, writing team (meaning it's me and him now) to ensure we can make this game in 4 years without cutting any corners.


Scott n'est pas inconnu pour qui fréquente le forum d'ITS, ou qui s'intéresse à un projet nommé Stygian, en grand fan de l'univers Lovecratfien qu'il est, puisqu'il prête sa plume au studio en charge

(54 updates to go )
akae beka

Message édité pour la dernière fois le : 17/06/2016 à 20:10

AbounI
Grand gobelin
#52
Pour citer Vince:
There are four games I want to make: AoD, CSG, the one I 'sketched' above, and a game set in the corporate world of tomorrow, inspired by Richard Morgan's Market Forces....


Voila grosso modo ce que serait "the one sketched above" :

I love the 19th century's Gothic novels like The Manuscript Found in Saragossa or Melmoth the Wanderer. Love the idea of proper magic, witches being dangerous, Lucifer as active player, corrupting souls and commanding agents, the Christian faith being a shield against darkness, which is everywhere, the Spanish Inquisition fighting the good fight, cursed places abandoned for a reason, forbidden knowledge, supernatural creatures, that sort of things. Needless to say it would make a great setting, but how do we get there?

I start with the main character, a monk, perhaps, armed with faith and potent prayers fueled by that faith but full of doubts that can be exploited. Basically, a character development fork: a man of God bringing light into darkness or an occultist who abandoned God's light, trading it for forbidden knowledge. Both character types would communicate with powerful demons - dukes of Hell and such, but in different ways. As you can see, now we're defining the setting, both mechanics and "lore":

- to start with, the demons and most "magic-users" can't be killed, they are far too powerful; you can only bargain, protect yourself, play them against each other, maybe banish from your presence to piss them off even more; thus the focus isn't on demon slaying but surviving in a dangerous world most people are unaware of.
- you use combat (or speech/stealth) against the human minions or human enemies standing in your way, like the Inquisition if you turn to the Dark Side.
- such a setting would be perfect for relics, both Holy and Unholy.
- skills like languages (reading ancient books, communicating with demons, etc) and rituals (from exorcism to summoning), derived stats like Faith and Sanity, etc.
- magic would play a large role: prayers, words in God's own language, signs, magic circles & pentagrams, rituals, spells and incantations. You'd acquire them from archives, NPCs, rituals, etc. Too much "hands-on" Occult knowledge would weaken your Faith and thus the power of your prayers and Holy relics, just like too much Faith would weaken your dark rituals and incantations (i.e. it will be hard to play a hybrid).




akae beka
DAlth
Garde royal
#53
Y a des relents de Crpg dans le coin, mon flaire de dragon faisandé est infaillible...
C'est au pied du troll qu'on voit mieux le troll.
Geralt
Seigneur
#54
Voila grosso modo ce que serait "the one sketched above" :


Clair que ça a l'air tentant.
« 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
AbounI
Grand gobelin
#55
Development Progress #7, July 2016 Update

Une 1ere partie invite à la réflexion sur le design "maison" des projets ITS, celui d'un jeu court, mais rejouable parcequ'il offre des approches différentes, à moins qu'on préfèrerait un jeu plus long, mais linéaire...Pour cela, Vince analyse les différents choix de game design qui s'offre à lui:
Let’s talk about our design "brand" as it applies to all future games and the Colony Ship RPG is next on the list. AoD wasn’t perfect and we want to do better but without changing the core design to appeal to a wider audience. In other words, we want to do better for our existing audience, so let’s examine the pros and cons of each design aspect (and then you can tell us how we can improve them).

- Turn-Based combat with action points and different attack types based on tradeoffs. I see nothing but pros here, so let’s move forward.

- Skill-Based character system.

Class-based systems offer you different packages of skills and abilities, designed to ensure that no man is left behind and your rogue can kick as much ass as your fighter. It’s a good, time-honored design that makes it very hard to make mistakes. In comparison, skill-based systems offer all the freedom you can handle and don’t restrict you in any way, so the chances of you screwing up your character is fairly high, especially for the first time players.

Neither system is better by default so it comes down to personal preferences and firmly held beliefs, which is where it gets a bit complicated. Some folks believe that games shouldn't allow the player to make bad builds and choices; anything else is bad design. I think that if every decision is awesome, it hardly matters what you choose. Making mistakes is part of the learning experience but not everyone has the patience for it.

- Stats & Skills Matter not only in combat where they provide various bonuses but outside of combat as well, when exploring or dealing with people. It’s a deceptively simple aspect, so let’s examine it in details.

What it means in practical terms is that your character would succeed in areas where his/her stats and skills are strong but fail where they are weak. For example, a perceptive person would notice something others won’t; a brute would be able to move a heavy object, etc.

Obviously, the effect can be minor (i.e. you moved a boulder and found a couple of coins underneath it!), major (you moved a boulder and found a passageway to another area!), or anything in between (you moved a boulder and found a passageway to another area where you found … a couple of coins! T’was a good day for adventuring).

Usually, stats and skills are checked in the following situations:

Multiple solutions (i.e. different ways to arrive to the same destination, everyone’s happy and nobody’s upset)
Optional content (limited ways to unlock optional content, aka. “gated” content)

Multiple solutions are an important gameplay element, which allows you to go through a game in a manner fitting your character, but it is the optional content that truly differentiates one playthrough from another and boosts replayability (because solving the same problems in different ways isn’t enough).

Naturally, optional content must differ in accessibility. Someone’s old shed should be easy to break into (let’s say everyone with a single point in lockpick, which is 80% of all players). An area that resisted all attempts to get into for decades or centuries like the Abyss should force most people to turn back to preserve the setting’s integrity (let’s say only 10% of players should explore it). The rest of the content would fall somewhere in between.

This approach greatly upset some players who felt that they were punished “just because they chose the ‘wrong’ stats”. Some RPG players are notoriously obsessive-compulsive and won’t rest until they create a character that can get the maximum amount of content, which does require reading online guides and meta-gaming like there’s no tomorrow – the fastest way to kill all enjoyment and ruin the game. Of course, the counter-argument is that failing repeatedly (considering how easy it is to make a character ill-equipped for what you're trying to do) is an equally fast way to kill the enjoyment.

I’m not sure there’s a way to “fix it” as those who want to get maximum content in a single playthrough will continue to metagame no matter what. The moment you tell the player "sorry, buddy, you need to be this tall to ride this", some players won't accept the failure and would want to know this kind of info in advance. Not many people see it as "you win some, you lose some" design. Anyway, I'd love to read your thoughts on this matter.

- Non-Combat ways through the game

While combat should always be the main pillar of RPGs, allowing the player to avoid combat and progress in different ways opens up more role-playing and story-telling opportunities. Also it makes killing your way through the game YOUR choice rather than the only thing to do.

AoD allowed you to talk your way through and in the CSG we’ll add a stealth path through the game. Here is what it means design wise:

Combat should be avoidable in most cases. Enemies shouldn’t turn hostile on sight, which means that filler combat is out, which in turn makes the game much shorter. Populating a map with “enemies” is easy. Providing paths to sneak past and writing fitting intros and dialogues with logical speech checks (you can’t just ask them nicely and passionately to let you through) for each encounter, as well as reasons for them to be there in the first place isn’t. It’s also very time-consuming and heavy on scripting, which is always an issue for a small team.

Even playing Pillars of Eternity I was surprised how much filler combat the game had and wondered if cutting it out wouldn’t have boosted the game’s replayability as I’d rather play a shorter game several times to explore different options than run through an endless bog of generic encounters that serve absolutely no real purpose.

Keep in mind that combat is an active gamepay aspect – basically, its own game with its own rules and complex mechanics. Dialogues are a passive aspect. You choose a line, click and see what happens. Unless dialogues are the main and only gameplay element, it will always be inferior to combat on a system level, much like no RPG has managed to offer a stealth system that rivals that of Thief.

Thus the talking and sneaking paths will be much shorter by default but the assumption is that it’s part of the meal not the meal itself, i.e. the full experience will require several different replays, combat AND non-combat, which brings us to the next item: replayability.

- Non-Linear & Replayable

First let’s define what it means. Linear design is easy to understand: you move from A to B to C, always in this order, which takes away the freedom of choice completely. Then we have the “Bioware design”: do 4 locations in any order, which as an illusion of choices, much like dialogues where you get to say the same thing in 4 different ways.

True non-linearity requires two things:

Multiple ways leading toward the endgame location (i.e. branching questlines), so you never have to travel the same path if you replay the game
Very few “required” story-telling nodes (locations, conversation, events) the player simply must visit or trigger in order to progress.

The positives are clear. Now let’s take a look at the negatives:

The game will be short because you’re taking all available content and splitting it between multiple paths and filter it down via mutually exclusive decisions. AoD has over 110 quests, which is a lot, but you get no more than 20-25 per playtrhough and that’s if you leave no stone unturned.
The game will be even shorter because it’s easy to miss locations and content. Throw in the gated content and non-combat gameplay and it will be even shorter.

Not surprisingly, "the game is too short" was complaint #3, right after "the game is too hard" (#1) and "too much meta-gaming" (#2).


Overall, I believe that it’s about finding the right balance, which is always the case with all sufficient complex systems and issues. Your feedback is critical, provided it fits our design core, so regardless of whether or not you agree or disagree with my take on these aspects, feel free to share your thoughts.


La seconde partie de progress update concerne le second environnement, après le pit : l'armurerie



It’s a restricted location that resisted all attempts to plunder its depths (it’s sitting in one of the cargo holds and goes 3 levels down). Fortunately you won’t have to meta-game to figure out how to gain access because you were Chosen to receive a magic plastic card in the beginning of the game (see the intro posted earlier). You’d still have to get past the evildoers waiting for you to open the door though.


1er endroit du jeu ou les armes vont parler, à moins qu'on puisse essayer une approche plus discrète ou sociable...

Et autre bonne nouvelle, une autre recrue rejoint les rangs d'ITS: João Barradas du Portugal.Sa spécialité : 3D modeling and mapping.
In other news, we've gained a talented artist (3D modeling and mapping): João Barradas of Portugal. Now we can have all the art assets we need, starting with upgradeable firearms:



multibarrel shotgun, tier 1

Each weapon will have its own detailed 3D model (not just an icon) and will be visible when equipped, so you can quickly tell which enemy is packing what. In the next update we'll introduce Romeo, the first party member who's always in the mood for some romance. Full name: Unit Romeo Whiskey Sierra, model XV. Designation: Riot Suppression.


donc, toutes les armes auront un model 3D, pour ce multibarrel canon, cliquez ici pour l'admirer:
https://sketchfab.com/models/fcf26bae78af4fb985e3bf1fb64f63d6

En attendant, n'hésitez pas à donner votre avis sur vos réflexions de game design
akae beka
AbounI
Grand gobelin
#56
Development Progress #8, October 2016 Update

La Jackson Riflemen Militia et leur QG : The Shuttle Bay

Like many locations overflowing with toxic masculinity it’s guarded by unfriendly men with guns and low social awareness – a militia outfit known as Jackson Riflemen.

The Riflemen have a ‘complex’ belief system that prevented them from allying with any major faction. They want to be free, so they are in agreement with the Brotherhood on many issues. At the same time, they value tradition, which is what the Protectors are selling. Last but not the least, they loosely follow the word of Jesus Christ - “read the Bible as interpreted by experts”, which makes them open to the sermons of the Church of the Elect.

So the best way to explore this location is via “diplomacy” by securing an alliance with one of the factions which might be trickier than you think as the Riflemen aren’t really a team player eager to take orders from the city slickers. If anything they are a force of chaos waiting for the right opportunity to be unleashed.

The second best way is by taking advantage of the new stealth system and sneaking in (just don’t get caught as the Riflemen are a firm believer in capital punishment). The third best way, meaning the absolute worst way, is to attack this well-defended location head-on, but hey, it wouldn’t be a role-playing game if we didn’t let you do something stupid to learn a valuable lesson or two.

One of the endgame scenarios is an all-out war and the Riflemen are a good ally to have. They make (and trade) high-quality guns and even have a couple of riot freedom droids they managed to fix.


akae beka

Message édité pour la dernière fois le : 25/12/2016 à 12:09

AbounI
Grand gobelin
#57
Development Progress #9, November 2016 Update

Aperçu des zones du jeu:
-16 grandes zones, regroupé sous 5 thématiques

16 locations. Thematically, we can split them into 5 groups: engine (more than one area), "wasteland" (completely destroyed decks, including areas with zero gravity), cargo holds, residential, bridge.


- Des zones actualisés selon votre progression dans le jeu, qui pourront être revisitées, ou leurs occupants se souviendront de vous, surtout si précédemment, se sont les armes qui ont jouées les diplomates.

Most locations will be 'revisitable', i.e. you will have reasons (new objectives) to go back, which will boost reactivity when you get shot in the face.


- Un design construit autour de 3 voies pour progresser dans le jeu : la force brute, la diplomatie et l'infiltration
Each location is designed to support 3 main paths through the game: brute force, diplomacy, infiltration. Most locations are populated by various small groups and factions, so killing everyone will limit your endgame options, which is fitting


- Des niveaux multiple à l'intérieur de chaque grande zone, avec un élément de verticalité, comme on pu en avoir eu un avant-goût dans DR, mais en plus poussé


In the CSG, for example, you would be able to take a safe way through a certain area via the walkways (a toll road) and see the area below (and go down if you see something shiny) or if you're too cheap to pay make your way through the debris below and brave the dangers undoubtedly awaiting the unprepared.


- Des zones inter-connectées. Par exemple, pour celle du Cargo Hold, on connait déjà "The Pit" (freemen Camp), "the hydroponics", "the armory", et juste au dessus, the "Shuttle Bay". La dernière sous-zone du Cargo Hold étant "The Factory", ou du moins, ce qu'il en reste.

Most locations are interconnected in logical ways (i.e. not isolated areas), which will create many interesting opportunities for the explorers as well as occasional quest solutions for the gadgeteers.




a large industrial complex that was designed to teach the new generation various engineering skills and provide simulated environments to practice them. Today it's an abandoned and thus somewhat dangerous area connecting the Pit with the City. It's been stripped clean from the 'big ticket' items but there's plenty of junk left for the scavengers willing to risk their lives for a few coins.


Par ailleurs, à partir de cette update, on apprend que la direction artistique est revue. Voici le New Pit, oubliez l'ancien.



et la nouvelle Hydroponic

akae beka

Message édité pour la dernière fois le : 25/12/2016 à 12:35

AbounI
Grand gobelin
#58
Development Progress #10, December 2016 Update

aka les dynamiques de la gestion de groupe
On apprend donc qu'il y a aura 12 recrues potentielles (pour une taille de groupe limitée à 4 comme dans DR). Pour autant, ce seront plus que de simple esclaves vous obéissant au doigt et à l'oeil, il aura tous (ou presque...) leurs propres personnalités (en dehors de leur compétences), traits et croyances.
Ca pourra aller de l'idéaliste politique, du paranoïaque psychotique, du gros raciste avec son message de race supérieur (dans un monde ou il est question de mutants), au religieux intolérant (parait que ça marche mieux quand ils ont des tendances aux meurtres d'infidèles).

As I’ve mentioned earlier, the CSG is a party-based game and the party dynamics will be one of the areas we’ll focus on. There will be 12 potential companions (max party size is 4) filling different roles: psychotic paranoia, racial superiority, religious intolerance (works best when mixed with homicidal tendencies), political idealism, and other delightful personality quirks. In other words, the party members won’t be loyal and obedient slaves but will have their own beliefs, agendas, and personality traits (or in some cases, programming).


Pour nous donner une idée, Vince nous présente les 4 plus accrocs à la violence que nous pourrons essayé de convaincre afin qu'il se joignent à nous : the Gunfighter, The Preacher, The Colonel et the Wastelander:

The Gunfighter – an unstable and somewhat paranoid (which is why he’s still alive) gun for hire. He doesn’t care which side he’s fighting for as long as he gets paid. He doesn’t have much patience for diplomacy or long winded conversations, and if he gets a bad feeling he goes for his guns. Being paranoid, he gets bad feelings a lot, so unless you like shooting your way in and out, consider getting someone else. Holding out on him might give him the wrong ideas about the partnership. Other than that he’s a great guy to be around.

The Preacher – a man of God dedicated to saving sinners’ immortal souls but showing a callous disregard for their mortal bodies. He’ll join you if you join the Church of the Elect to make sure you deliver what you promised and keep you from having second thoughts. He won’t act against the Church’s interests and won’t tolerate your lack of faith, should you ever display it (he would find it very disturbing). Once he’s in your party, you either do what he says or you kill him, which will displease the Church greatly. You might think it’s a bit harsh but religious fanatics rarely make great traveling companions and joining the Church is more than a cosmetic choice.

The Colonel – a former officer of the Protectors of the Mission, makes the best damn fried chicken on the ship. He failed the Mission one time too many and had to switch sides in order to avoid honorable death by firing squad of his peers. The Protectors want him dead more than ever and tried to kill him several times, so he’s well motivated to help you, should you side with the Brotherhood. Then again, he’s equally well motivated to fuck you over if it ends the “misunderstanding” with the Protectors and restores him to his rank and privileges afforded by it.

The Wastelander – a rather antisocial mutant who makes a living exploring the damaged areas of the ship and stripping them of anything valuable. Sort of the ‘mountain man’ of the ship. He had a falling out with the Covenant, so now he bears a special hatred for all religious folks, including the Church. Religion is the only topic that can get him all worked up, so don’t take him places where someone might ask if you have a moment to talk about our Lord and Savior. He will leave you if you join a faction, but if you’re a “burn it to the ground” kinda guy, the Wastelander is your man.


Et qui dit Wastelander, implique forcément Wasteland, nan? Si si, regardez par vous même





Une zone du vaisseau qui a méchamment morflé lors de la Grande Mutinerie...

Bref, et heureusement pour nous, il est un compagnon que tout le monde pourra profiter : Roméo, ou plus exactement Unit Romeo Whiskey Sierra, model XV, un droide.



Mais avant d'arriver à ce genre de riot suppression droid, il y aura quelques efforts à faire, au départ, Roméo ne sera qu'à l'état de carcasse grossière. C'est a que par exemple rentrent en scène des comp comme Mécanique et Informatique pour lui ajouter des module défensifs ou offensifs : flash spot aveuglant, lance grenades, disrupteur cérébral, canon plasma etc etc. tout un programme, miam.

Fortunately, there's one party member who's actually very easy to get along with - Unit Romeo Whiskey Sierra, model XV. When you first find this droid, it's barely more than some scrap metal, but if you put enough effort (not to mention Mechanical and Computer skills, as well as some missing modules), Romeo will blossom into a beautiful, murderous butterfly.
Flood lights, two built-in grenade launchers (brainwave disruptor and stasis field grenades if you can find them, can be modified to use ship-made grenades (gas, flashbang, smoke), two plasma guns. You can replace pretty much anything including the armor, building a heavier or much lighter, "dune buggy" style model.


On nous donne même le dialogue initial de Roméo, sous spoiler pour ceux qui veulent se garder la surprise:


Néanmoins, ce dialogue permet d'en apprendre plus sur certaines mécanique d'upgrade, dans le domaine technique du combat:
-Structural Intégrity = PV
-Electromagnetic Reactive Armor = résistance aux dégâts
-Battle Reflexes: Integrated Module = Points d'Action
-Damage Control: Not Installed = capacité de réparation
-Target Acquisition: GE-Optic, Marksman 3000 = précision
-Weapon System: Not Installed = 0 points de dégats

Voila donc tout plein d'infos sur ce qui pourra être modifié chez Roméo : précision, armure, zone de dégâts, rapidité, même les PV.
On pourra donc façonner Roméo comme bon nous semble, enfin, à condition d'en avoir les compétences et les pièces détachées sous la main.

Enfin, sur le plan technique, *roulement de tambour*:
Last but not the least, we've made good progress with the engine and moved from evaluation to active implementation. So far we implemented the dialogue editor with basic features (enough to replicate the conversation with Miltiades) as well as basic character and camera control. More on that in the new year.

En d'autres mots : Unreal Engine confirmé ! Oubliez Torque 3D...


akae beka
AbounI
Grand gobelin
#59
Development Progrees #11, January 2017 Update

un WIP des feuilles de personnage et d'inventaire. Les habitués d'AoD retrouveront leurs marques, mais quelques différences notable




Des stats, des skills, des stats dérivées, des feats, des réputations, des affinités aux organisations et des traits de personnalité au programme

Concepts clé:

1. Tagged Skills

The tagged skills will increase at a faster rate (let's say x1.25). INT will no longer give overall XP bonuses but define the number of tagged skills instead (up to 4 tagged skills at INT10).Thus a smart person will be able to excel in a larger number of disciplines.

2. Party-Based Mechanics used in DR

Charisma will determine the number and quality of your party members. The party size will range from 2 to 4. 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.

3. 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.

The skills will determine your chance of success with certain tasks and the feats will define what you can do and how you can use these skills to maximum advantage. Basically, the feats will define your character much more than your skills.

4. 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.
- The main problem with a party-based, skill-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 our party-based goals. 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.

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 the skill that did all the work.

1-10 ranks with hidden grandmaster ranks going above 10. So essentially a 1-20 system. Basically, we don’t want someone to max a skill and then have the xp go to waste, so we will allow raising the skill above 10 in the unlikely event of someone going over 10 via extreme specialization.

5. Evasion

Evasion is a DEX & PER based skill. It doesn’t give you a chance to avoid attacks like AoD Dodge but rather makes you harder to target, reducing THC against you. Each rank reduces THC by 5% up to 50% at slvl10. Against melee attacks Evasion is twice as effective (i.e. 10% THC reduction per rank).

6. Stats:

- STR – carry weight, melee damage bonus, min requirements for heavy (two-handed) weapons like plasma canons.
- DEX – determines AP (Dex + 2) and combat sequence; same as in DR
- CON – determines HP (CON x 5)+10, number of implants, and resistance to poison, knockdowns, criticals and other harmful effects while in combat. The goal is to make toughness more than just hit points as +5 hit points don’t really make much difference. So the focus should be on resisting harmful effects. Implants: 1 at CON4, 2 at CON5, 3 at CON6, 4 at CON7, 5 at CON8, 6 at CON9, 7 at CON10
- PER – THC modifier for all weapons, reduces the effect of flashbang and smoke grenades.
- INT – determines the number of tagged skills: 1 at INT4, 2 at INT6, 3 at INT8 , 4 at INT10. Reduces Brainwave Disruptor effects.
- CHA – determines the party size, 1 follower at CHA5, 2 at CHA7, 3 at CHA9; max party size is 4

7. Implants

In most cases the implants won't give you direct bonuses (cellular regeneration and subdermal armor are the only combat implants) but will assist with "gated content", either allowing to bypass stat checks or unlocking extra content in the first place (like interfacing with the ship's systems via a bridge officer's datajack). Basically, the implants are closer to what we did in AoD than to Shadowrun, in case anyone's wondering.

8. Reputation

General reputation will be checked in dialogues, but it will also give the players a better idea of what they missed via low ranks. Personal beliefs will be shaped by your decisions and checked in dialogues. We’ll start the game with 10 "old-school" questions which will both introduce the setting and define your character a little bit (the starting values).


Un peu de dépaysement donc: un concept de levelling, du learn-by-use pour gagner de l'XP, des niveaux de maitrises de 1 à 20 (donc) pour des super spécialistes, un système de création de personnage basé sur un panel de questions-réponses, un utilisation de l'INT revue pour briser le système de bonus d'XP d'AoD, etc etc


Alors, pour commencer, on devra répondre à quelques questions pour façonner la personnalité de notre (anti) héros lors de sa création. Questions forcément en adéquations avec le pitch:


It is the Year of Our Lord 2754…

You will never feel the sun’s warmth under a blue sky, never hear the wind in the branches of a tree, and never swim in the ocean, because you had the misfortune to be born on the Ship. You have never seen Earth, and you’ll never see Proxima Centauri either, your past and future both sacrificed by some dim and nameless ancestor to the greater good of the Mission.

Starfarer, they called her, a pretty name for a retrofitted interplanetary freighter. She had already been twenty years in service when she was rechristened, and showing every minute of it. No one is certain the Ship will actually reach its destination, and nobody much cares, since no one alive now will live to see it. Fatalism is the prevailing philosophy of the shipborn. Make the best life you can and consign all your what-ifs and might-have-beens to the void.

Continue.

The Ship was launched by a neo-Christian conglomerate dedicated to establishing a religious colony on a distant world. The original fifty thousand passengers, the so-called First Generation, were true believers in the Mission. They sacrificed whatever lives they had on Earth and demanded strict obedience to the laws of God and the Ship from their children.

Unfortunately, the generations that followed lacked their forebears’ fervent will to sacrifice. Dissatisfaction led to open revolt against the authorities, called the Mutiny, and the mutiny metastasized into a civil war. While the mutineers dealt a decisive blow to the old order, they did not eradicate it completely. When the fires died and the smoke finally dissipated, three factions emerged from the wreckage of the old order: the Protectors of the Mission, The Brotherhood of Liberty, and the Church of the Elect, each of them promising their own version of the future.

Like everyone else on the Ship, your beliefs have been shaped by your experiences. While these beliefs may change and evolve over the course of the game, let’s determine a starting point.

You’ve always thought:

1. Rebelling against the authorities was a mistake. The environment itself is hostile enough to human life, and order is always preferable to chaos. [authority 1]
2. The mutineers did the right thing. Why should the shipborn bow down to the edicts of a bunch of centuries-dead zealots? [liberty 1]
3. Though they would deny it, the mutineers were fulfilling God’s will when they toppled the old order. All shipborn bend to God’s will, just as all events proceed according to His Plan.[believer 1]
4. Who cares? You’ve got enough problems right now without fighting over history with a bunch of fanatics.

In fact, you would go on to say:

IF 1.
1. How could anyone presume to know better than the Founding Fathers? What was good for them should have been good enough for everyone. [tradition 1]
2. The Ship is a special case, which calls for strict measures. The laws established for everyone’s safety may have seemed harsh but they kept us alive and relatively prosperous for centuries. [authority 1]
3. The authorities were wrong. They should have accepted the need for change, so that it could happen peacefully and gradually, but waging war within the confines of the Ship was pure madness. [progress 1]

IF2.
1. Life is change and to stagnate is to die. The systems by which the shipborn are governed must evolve. [progress 1]
2. Tyrants have always justified their decisions with noble motives, but all they care about is power. That power rightfully belongs to the people! Death to tyrants! [liberty 3]
3. Violence is never the best solution, but it is sometimes the only solution. [liberty 1]

IF3.
1. We have to believe in God’s Plan because that’s all He has left us. This suffering must not be for nothing. There must be a greater, higher purpose. [believer 1]
2. Honor He Who Was Reborn and you too shall be reborn into the New World that waits at the end of our long journey. Come the Dawn! [believer 3]
3. Faith has always been mankind’s greatest asset, for faith alone continues to provide when reason, physical strength, and even hope have failed. Preserve your faith at all costs. [tradition 1][believer 1]

IF4.
1. The farther away they all stay from me, the better.

The Ship suffered extensive damage during the civil war, but remains operational. The hull was breached in several places and frantic efforts to avoid a meltdown crippled the main reactor. Radiation increased in places to lethal levels, and several areas remain dangerous to this day. When a small percentage of children in the Habitat were first born deformed, they were branded Mutants and immediately shunned. The young were abandoned, and those whose defects didn't manifest until later were driven out.

With the condition of the fusion reactor degrading to dangerous levels, and the number of volunteers for jobs in areas exposed to radiation remaining few, the Mutants negotiated a pact with the Habitat, granting them protection from harassment and violence in exchange for their maintenance of the engines and other vital ship systems.

You’ve always thought that:

1. The mutants are an abomination in the sight of God. We should have eliminated their twisted kind when we had the chance. [phobia 3]
2. The mutants proved themselves useful by taking care of the reactor. As long as I don’t have to look at them, they should be free to live their lives. [phobia 1]
3. We’re all God’s children, even those with webbed fingers or deformed faces. Are you so beautiful you can shun them? [philia 1][believer 1]
4. The mutants represent the future, the next step in human evolution. That is why the ignorant fear them. In saving the Ship they saved the world as we know it. That debt can never be repaid. [philia 3][progress 2]

The place you call home is known as the Pit, and to some more affectionately as the Free City. Calling the towers of containers rising from the depths of a cargo hold a city is a bit of a stretch, and so is the other half of it. With no kind of law or government, freedom mostly means you’re free to kill or be killed. On the plus side, housing is cheap and keeping overhead low is a priority when you have nothing.

The real cities, makeshift metropolises sprawling across many decks, are called Habitats. They offer much better living conditions for those who can afford it, but to live there you have to pick a side among the factions vying for control. Nobody in the Pit gives a damn about their struggles, but like Earth before it, nothing in this world is free. Just keep in mind you might get more than you sign up for.

As far as you’re concerned:

1. True freedom meaning being free from laws passed down by your supposed betters. [liberty 3]
2. Some rules are necessary, or else we’ll descend into anarchy. [authority 1]
3. If freedom means living in an interplanetary shipping container and sleeping with a gun under your pillow, these Pit-dwellers can keep it. [authority 2]
4. Personal freedom is a luxury the shipborn cannot afford. To serve the Ship is to serve your brother, to serve your sister, and to serve yourself. Why can’t people understand that? [authority 3]

Etc.


Alors, libertaire, progressiste, religieux, ou autoritaire, traditionaliste et athéiste? Voila de quoi déjà dessiner quelques personnalités et affinités possibles.

[succès : retard rattrapé]
akae beka
cabfe
Seigneur
#60
A chaque fois que je lis "Sunless World", je pense à Sunless Sea.
Sérieusement, y'a risque de confusion, voire de procès si on tombe sur des guignols façon King (avec le dépôt du mot Saga pour ses... match-3 et les emmerdes pour Banner Saga qui ont suivi)
Winterfart
Villageois
#61
Y'a bien sûr du AoD, mais aussi du fallout et du UnderRail dans cette fiche de perso, SF oblige.
Ca a l'air classique et solide tout ça. J'aime surtout la section beliefs, ça promet du bon rp des familles.

J'ai aussi très hâte de voir les premiers visuels in game.
Qui ignore les mots, ignore les hommes.

Message édité pour la dernière fois le : 25/01/2017 à 02:08

Vince
Novice
#62
A chaque fois que je lis "Sunless World", je pense à Sunless Sea.
Sérieusement, y'a risque de confusion...

It's not the final name.

PS. The latest update:

http://www.irontowerstudio.com/forum/index.php/topic,7425.0.html
cabfe
Seigneur
#63
A chaque fois que je lis "Sunless World", je pense à Sunless Sea.
Sérieusement, y'a risque de confusion...

It's not the final name.

PS. The latest update:

http://www.irontowerstudio.com/forum/index.php/topic,7425.0.html

Good to know, as I made the same mistake again when I read this thread name going up.
I'm probably not the only one.
And keep up the good work!
AbounI
Grand gobelin
#64
Thanks Vince, and don't worry for the update, I'm planning to report it, well, all of them in fact
akae beka
Montaron
Seigneur
#65
Y'a pas une image genre vendre de la neige aux esquimaux ou un machin du genre qui pourrait être retourné ?
Et le vieux magicien tombe ! Bah ça en fera toujours un de moins ...
AbounI
Grand gobelin
#66
Puisque Vince a donné le lien du dev progress #13, je vais faire l'impasse sur son contenu, et passé directement au suivant:

Development Progress #14, May 2017 Update - Grenades & Gadgets

Partant sur la base de 10 à 12 gadgets disponibles, on aura 4 grandes familles d'outils spéciaux:
- les gadgets basiques, aka des dispositifs tactiques d'origine "terrestres"
- des grenades de hautes technologie d'origines terrestres
- des grenades techniquement basiques, fabrication "maison"
- des stimulants de combats, d'origine terrestre

Gadgets
- Energy Shield - génère une bouclier qui servira de couverture (pour éviter d'avoir à se mettre à couvert derrière une barrière physique). Le bouclier pourra absorber X dégâts par attaque subie jusqu'à son épuisement. Il obéira donc à 3 stats:
- Absorption de dégâts
- "Points de Vie" du bouclier (disons plutôt points d'énergie donc)
- Taux de rechargement

- Champ de Distorsion - dévie les projectiles, ce qui rendra son bénéficiaire plus difficilement touchable. Il obéira 3 stats qui sont :
- Pénalité aux Chances de Toucher (CdT)
- Chance de dévier les projectles
- Durée (en nb de tour)

- Projecteur d'Hologramme - comme pour un "Simulacre" chez D&D : créé un double du personnage pour attirer l'ennemi. Du fait qu'aujourd'hui, cette technologie existe déjà (Mélenchon !) on peut imaginer que dans le futur, la technologie sera plus avancée. Ses stats
- Nombre de copies
- Pénalité à la CdT sur ces copies (grâce au champ de distorsion)
- Points de vie ( plutôt points d'Energie) de chaque copie

- Champ de Furtivité - rend la détection de son utilisateur plus difficile
- Chance de ne pas être vu alors que l'utilisateur se trouve dans le champs de vision d'un garde
- Défense contre les systèmes de détections électronique (selon un système de rang)
- Durée d'activation

Fondamentalement, il y en a pour tout les gouts : du bunker (energy shield), du commando ( champ de distorsion), confusion ( projection d'hologramme) pour ceux qui préfère le style du ninja assassin.

Seul un gadget peut être actif à la fois, mais il sera possible de passer de l'un à l'autre à n'importe quel moment. Cependant, ces gadgets ont une réserve d'énergie (cellules énergétiques), et leur rechargement aura un coût élevé puisque ces cellules ne sont pas illimité, histoire d'avoir à choisir quand en utiliser. Ces gadgets seront aussi améliorables pour peu qu'on possède ce qu'il faut : matière première ( meilleure cellules énergétique par ex) ou peut être même la compétence technologique
We don't want to force you to invest in Electronics to be able to upgrade the gadgets. You don't create them from scratch


Grenades d'origine terrestre
Extrêmement rare rendant leur utilisation très limitée. En cas d'urgence donc.

- Champ de Stase - pour maintenir l'ennemi à une certaine distance. Mais sous stase, une ennemi ne pourra être ciblé et subir des dégats: un peu comme si il était dans une prison-bulle.
- Disrupteur cérébral - pour affecter le mental d'un ennemi, sous réserve de passer un statcheck d'Intelligence+Constitution. Des effets variables pouvant aller du "Ne fait rien" au mode berzerk d'un X-com
- Grenade à Impulsion - pour neutraliser des gadgets activés dans une zone délimitées, et qui accessoirement endommagera les droides

Grenades "Maison"

Plus fréquentes que les grenades terrestres
- Grenades Gaz - pour empoisonner ceux qui ne sont pas équiper d'un masque à gaz (dégâts de poison à chaque tour).
- Grenades Flash - pour désorienter l'ennemi pendant 1 tour, et lui abassaiser sa Perception. L'effet peut être annulé si on porte des lunettes spécifiques.
- Grenades fumigènes - pour se camoufler : pénalité à la CdT, réduction de porté des armes à feu : idéale pour un combat en mêlée. Idem, sans effet contre ceux qui sont équipés de certaines lunettes

Stimulants de Combat
- Régénération Cellulaire Accélérée - rétabli quelques PV par tour, le seul moyen de se soigner en combat (comme dans AoD)
- Cortex Moteur Amélioré - octroi quelques PA supplémentaire par tour mais ses effets ont une durée limitée. Identique au neurostimulant d'AoD
- Neurotransmetteur : le mode berzerk d'AoD !

Visuel du Champ d'énergie:


Visuel des améliorateurs des gadgets


Bonus: 2 artsscreens de plus dans le thread dédié !
akae beka

Message édité pour la dernière fois le : 13/05/2017 à 11:49

DAlth
Garde royal
#67
Désolé Abou, j'ai craqué sur un compère hybride futuriste.

C'est au pied du troll qu'on voit mieux le troll.
AbounI
Grand gobelin
#68
Dis m'en plus Mecadrake !
akae beka
DAlth
Garde royal
#69
Bah je doute que Vince ait prévu d'inclure ce genre de bizarrerie dans sa pépite, mais j'ai flashé sur l'esthétique du molosse métallique.
C'est au pied du troll qu'on voit mieux le troll.
AbounI
Grand gobelin
#70
Enfin le nom officiel. Et je l'aime bien, il correspond bien au pitch

akae beka

Message édité pour la dernière fois le : 02/06/2017 à 20:28

cabfe
Seigneur
#71
Et beaucoup moins de risque de se tromper de jeu, cette fois
AbounI
Grand gobelin
#72
of course, et l'image, on distingue à peine dans son encadré, mais elle a un filtre/grain qui lui donne l'aspect d'une affiche digne des années 70s

Other benefit: the name doesn't sound like any current computer games, or suggest other types of computer games. Like The Age of Decadence it really stands alone. So while at first glance it seems bland, in very few words it completely identifies the practical details of the game *and* the philosophical underpinnings of the game. It's not perfect, but I think it's the best we've come up with and likely the best we ever will come up.
akae beka

Message édité pour la dernière fois le : 02/06/2017 à 22:42

AbounI
Grand gobelin
#73
Development Progress #15, June 2017 Update - Stealth Overview

Outre le titre officiel et son "cover art" très parleur entre ce que le joueur imagine quand il entend ce titre et ce qu'il verra quand il y jouera:
What do people think of when they hear "The New World", absent a video game?

a time when people were migrating in their millions across the Atlantic to the strife and uncertainty of an unknown destination
people fleeing an awful life of toil for a new almost entirely unknown life, which unbeknownst to them would also be full of toil
people of all different religions, origins and castes jammed together on the voyage; even rich and poor, otherwise always segregated, shared the same boat
European pioneers, the migration West, the Mayflower, colonization, it's a package of all the sub-themes


What will people see when they're playing the game?

The passengers of the Ship are headed to a New World
The Ship itself is a New World, away from Earth for so many generations it might as well be a myth
The player is like one of those hapless migrants of the five hundred year migration to North America, surrounded by conflicting factions, different religions, philosophies and ideals
The player is headed for the absolutely unknown in a chaotic, dangerous environment where he must live by violence or his wits


Cet update se concentre sur le système de furtivité en mettant en lumière l'un des feat principaux : le bruit, grand ennemi de ceux qui veulent être discret

Stealth System Overview:

You know what to expect (more or less) from the character, combat, and dialogue systems. A proper stealth system is something new, which means there are many exciting ways to screw it up. So let's take a look at the rough "on paper" concept and get some feedback. Keep in mind that The New World isn't a stealth-focused game like Thief and we can't allocate all our limited resources to the stealth system alone. Having said that, we do want to offer an interesting and well-designed alternative solution to many side quests and a well-supported path through the game (like the talker's way in AoD - you couldn't talk your way in and out of every situation but you could talk your way through the game).


Pour illustrer le concept sur le papier, rien de mieux que la 1ere mission impliquant ce "skill", avec ses actions en conséquences possible
Let's start by giving you a specific example from one of the early quests and then go over the features. You need some energy cores, one of the scavenger crews has them, so you can either talk to them (pay a lot of money or con them like a pro), kill 'em all (always popular), or sneak around and do some breaking and entering.

There’s a built-in air purifier out back, you can use your Mechanics skill to open the hatch, making some noise in the process. If nobody comes to investigate, you enter the premises and TB stealth mode. The crew's leader is in the room next door, drunk after celebrating a successful run (if you come back later, he will be more alert). We check if he heard the noise. If he didn’t, he stays where he is. You need to make your way to a locked strongbox. Each step generates some noise, if he hears it, he goes to investigate. Finally, lockpicking the stronghold generates some noise too. So again, if he hears it, he goes to investigate. If not, he remains where he is and you get away clean.

If he does hear the noise, he goes to investigate, heading for the place where the noise originated from, meaning you should get as far away from that place as possible (as far as your AP allow, which means that sneaking will require high Dex and proper feats) or ambush him.

If he sees you (i.e. you're caught in his cone of vision), he goes for his gun, otherwise he starts searching. During the searching phase, if he comes close to you but doesn’t see you, you get an optional interrupt allowing you to insta-kill him using your trusted Critical Strike skill. Failing the attempt starts combat. You can also attempt to sneak up on him and kill him during your turn. If he sees you, he gets an interrupt attack and shoots you in the face.


Puis une analyse plus poussé du fonctionnement et de l'utilisation de ce mode furtif:

Details:

1) Each action (movement, lockpicking, hacking, etc) is assigned noise points. The points, modified by your gear and Stealth) will add up with each action and will determine whether or not an NPC acting as 'guard' is alerted and goes to investigate.

So in this case you open up the hatch, the guard hears a light click but ignores it. You step inside, he hears something but ignores it too. You take several steps and finally get the guard's attention, raising his alert level. You success depends not a dice roll but on your skills and gear (either you can stay below the guard's radar or you can't). You can trigger his alert level the moment you step inside or when you make it to the strongbox and open it. Each subsequent action increases the alert level. A good thief can clean up the entire room, a not-so-good thief would have to stick to his objective and consider himself lucky if he isn't caught.

2) The movement’s noise points start at 1 and go up with every step (i.e. with every tile). It’s not that the third step makes more noise than the first two but the act of walking produces more noise than taking a single step (i.e. a single footstep may not be enough to trigger a guard’s attention but 3 footsteps might, plus it takes more skill to silently cross a hallway than to take a step or two). Thus more challenging tasks will require much higher skill levels and better gear. Same goes for optional objectives.

3) Your skills and gear will modify the noise points. For gear, we won’t go with % penalty but with +1, +2, etc. So if you wearing army boots with +2 and metal armor with +3, but your Stealth is 5, you generate 1+2+3-5 =1 points plus 1 with each step. Remove the armor and it will take a lot longer to make enough noise to alert the guards but if you’re caught, you’ll be wearing nothing but your jumpsuit.

4) Each guard's alert level is determined by his PER, something like 15-PER. So a guard with PER 8 will be alerted when you generate more noise points than 7. Thus the goal for the player is to have the right gear (not just the armor but the tools of the trade like jammers and electronic lockpicks) to reduce noise (if it takes you 5 min to open a lock, odds are you'll make more noise than someone who can open it in 30 sec). Overall, longer infiltration missions are much harder to pull off than shorter/simpler ones, which makes sense (without relying on higher checks, I mean).

5) In more open areas you can move freely during your turn. As long as the guards won't see you or won't become alert, you'll be able to get in and out without any problems. Getting caught doesn't always mean combat and painful, vividly described death. The exact outcome will differ based on each situation. Maybe your designated thief (can be you or any member of your crew) can talk his/her way out. Maybe the guards rob the thief and throw him/her out. Maybe they kill him or maybe they yell "we have your guy, come out!" and then you either come out and talk or leave him to his fate (to be killed).


Une question me taraude: comme on pourra jouer en solo ou en groupe, je suis curieux de voir ce système de furtivité appliqué à l'effet de groupe (AoD n'avait pas ce problème, et Dungeon Rats n'avait pas de sneak system) : pourra t'on laisser le voleur opérer tout seul en s'en séparant momentanément pour optimiser ses chances de succès, ou dans le cas inverse, devra t'on envoyer toute l'équipe en mode furtif avec of course de gros malus engendré par ceux qui sont le moins discret?
réponse :
You select a single character and let him/her do all the sneaking. The rest of the party will wait outside/elsewhere.
akae beka

Message édité pour la dernière fois le : 03/06/2017 à 21:09

strelokk
Guerrier
#74
Unreal engine ?? Ue 3 ou 4 ?
Tu sais, un système ne tient que tant que tout le monde y croit. Ce qu'ils redoutent le plus, c'est que les gens se mettent à réfléchir. Futu.re
AbounI
Grand gobelin
#75
Le dernier, donc le 4
akae beka