Iron Tower Studio ForumsRPGThe New WorldCSG update #18 - systems overview, second iteration
Pages: 1 2 3 [4] 5 6   Go Down
Print
Author Topic: CSG update #18 - systems overview, second iteration  (Read 4065 times)
desert hamster
Neophyte

Posts: 2


View Profile
« Reply #45 on: September 04, 2017, 05:11:22 am »

Is there a chance to have unlimited carry weight or at least an option to turn it on? Smile
Logged
Scott
Developer

Posts: 2312



View Profile
« Reply #46 on: September 05, 2017, 08:37:13 am »

Do you plan to add some kind of arena or pit?
Well, the district you start in is literally called "The Pit", and would it even be an Iron Tower game without an arena?
Logged

Vince
Developer

Posts: 7688



View Profile
« Reply #47 on: September 05, 2017, 02:23:41 pm »

How many oportunities to raise your stats do you plan to include in game?  Is it two times same as in AoD to make it feel rare and cherished?

Hard to say at this point as such things will be done during the final content pass.

Quote
Do you plan to add some kind of arena or pit?

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

The Pit will give you two locations: the relatively safe "main street" and the not so safe “bad part of town”. Overall, it will give you more places of interest and things to do than Teron, including an arena that will allow you to test your character fairly early and figure out your limits. Did I say arena? I meant the Courthouse:

    “This, my friend, is the cornerstone of justice in our little town,” he says with pride. “Welcome to the Courthouse.”
         “I thought the Pit was a barbaric outpost where people went to hide from the law.”
    “No, no, far from it! We abide by the Constitution, and much more strictly than those fools in the Habitats. Every accused man in the Pit is guaranteed to have his day in court and face his accuser, just like the Constitution says. If said accuser is unable to make an appearance, an Arbiter appointed by the Court will take his place.”
         “What about the trial?”
    “If the defendant slays his accuser, or the aforementioned Arbiter, he’s cleared of all charges and released. If the defendant falls to the accuser he is declared guilty. Posthumously, of course.”
         “That’s what you call a trial?”
    “All contests conform to the process of law,” he says with a reassuring pat on your shoulder, “and here is where our method is superior: it is immune to the corrupting influence of money. Try to find a system like that in the Habitats. Haw!”
         “You mentioned a job.”
    “We’re running low on legal representation for the prosecution,” he admits with a sad shake of his head. “Lost three Arbiters last week in a string of challenging cases.”

Other notable locations include the Regulators, a local church, a whorehouse, a prison, a gambling den, various stores, and entire town "blocks" occupied by different crews of scavengers and other men of ill repute. They will provide you with some bits of common knowledge as well as quests properly introducing other locations...

Is there a chance to have unlimited carry weight or at least an option to turn it on? Smile

Probably not.
Logged
NewAgeOfPower
Craftsman

Posts: 239


Herp Herp


View Profile
« Reply #48 on: September 06, 2017, 01:03:09 am »

I really liked the challenge in Ganezzar if you become the Maadoran champion; multiple arenas/pits would be greatly appreciated.
Logged
Arizael
Novice

Posts: 29


View Profile
« Reply #49 on: September 17, 2017, 04:56:16 pm »

Strength increases *max* melee damage by 1 per stat point (from -2 to +4), so if a melee weapon’s range is 4-10 and you have STR 8, then your damage range is 4-12, not 6-12 the way it works in most games, including AoD. If your STR is 4, then your damage range is 4-8. Thus STR gives you potential damage you may or may not roll rather than guaranteed +X to whatever you roll. Before you start complaining, high STR unlocks a feat reducing your attack speed with two-handed weapons, so it’s not a dump stat.
Have you considered adding +1 max dmg at odd STR levels and +1 min dmg at even STR levels ? So with base weapon dmg at 4-10, with STR 7 you would do 4-11 and with STR 8 you would do 5-11. This would lead to the same +0.5 dmg per STR increase, but with obvious reduction of RNG effect.
Logged
Vince
Developer

Posts: 7688



View Profile
« Reply #50 on: September 17, 2017, 07:39:07 pm »

Strength increases *max* melee damage by 1 per stat point (from -2 to +4), so if a melee weapon’s range is 4-10 and you have STR 8, then your damage range is 4-12, not 6-12 the way it works in most games, including AoD. If your STR is 4, then your damage range is 4-8. Thus STR gives you potential damage you may or may not roll rather than guaranteed +X to whatever you roll. Before you start complaining, high STR unlocks a feat reducing your attack speed with two-handed weapons, so it’s not a dump stat.
Have you considered adding +1 max dmg at odd STR levels and +1 min dmg at even STR levels ? So with base weapon dmg at 4-10, with STR 7 you would do 4-11 and with STR 8 you would do 5-11. This would lead to the same +0.5 dmg per STR increase, but with obvious reduction of RNG effect.
That's what we had in the first iteration of AoD. Added 0-1 to the damage range, then 1-1, then 1-2, etc. The problem with this approach is that it can easily double a fast weapon's damage (causing balance issues) while adding a relatively minor bonus to a two-handed weapon.
« Last Edit: September 17, 2017, 07:41:38 pm by Vince » Logged
Arizael
Novice

Posts: 29


View Profile
« Reply #51 on: September 17, 2017, 10:06:08 pm »

Strength increases *max* melee damage by 1 per stat point (from -2 to +4), so if a melee weapon’s range is 4-10 and you have STR 8, then your damage range is 4-12, not 6-12 the way it works in most games, including AoD. If your STR is 4, then your damage range is 4-8. Thus STR gives you potential damage you may or may not roll rather than guaranteed +X to whatever you roll. Before you start complaining, high STR unlocks a feat reducing your attack speed with two-handed weapons, so it’s not a dump stat.
Have you considered adding +1 max dmg at odd STR levels and +1 min dmg at even STR levels ? So with base weapon dmg at 4-10, with STR 7 you would do 4-11 and with STR 8 you would do 5-11. This would lead to the same +0.5 dmg per STR increase, but with obvious reduction of RNG effect.
That's what we had in the first iteration of AoD. Added 0-1 to the damage range, then 1-1, then 1-2, etc. The problem with this approach is that it can easily double a fast weapon's damage (causing balance issues) while adding a relatively minor bonus to a two-handed weapon.
Well yes - but how exactly is linear boost to only maximum damage any different ? I mean if STR 10 increases damage per attack by 0-4, the average damage should be the same as if it would increase by 2-2. Both of which will be obviously much more noticeable on jambia than on sledgehammer. The main difference is adding size to the dice roll, ergo giving more power to the RNG.
Logged
Vince
Developer

Posts: 7688



View Profile
« Reply #52 on: September 18, 2017, 07:27:12 am »

Well yes - but how exactly is linear boost to only maximum damage any different ?
Max damage is a potential damage. Min damage is a guaranteed damage, which plays a much more important role in a game with armor DR than in games with HP bloat. Increasing potential damage is a bonus that doesn't break anything. Sure, it's subject to RNG but that's business as usual when it comes to damage ranges. If a weapon does 2-8 points of damage, everyone understands that it takes a lucky roll to score 7-8 points. Increasing guaranteed damage can easily break the balance.
Logged
desert hamster
Neophyte

Posts: 2


View Profile
« Reply #53 on: October 02, 2017, 05:31:25 pm »

I have a suggestion for the fast travel system - airlocks and space suit with which you can visit other parts of the ship by doing spacewalks. You could put a shuttle in orbit to be like a separate area. I dont if someone else had this idea as well, maybe i missed it on the forum.

Do not worry about it being like Prey, no one will remember/care about it in 2021. Smile
« Last Edit: October 02, 2017, 06:43:30 pm by desert hamster » Logged
Vince
Developer

Posts: 7688



View Profile
« Reply #54 on: October 04, 2017, 03:35:21 pm »

We'll use trains instead.
Logged
Pladio
Craftsman

Posts: 305


View Profile
« Reply #55 on: October 08, 2017, 03:38:47 pm »

Would it be possible to add a search in the inventory and journals/questlog ?
Logged
Vince
Developer

Posts: 7688



View Profile
« Reply #56 on: October 08, 2017, 03:59:35 pm »

Would it be possible to add a search in the inventory and journals/questlog ?
Too early to say.
Logged
Wizard1200
Neophyte

Posts: 14


View Profile
« Reply #57 on: October 21, 2017, 11:56:20 am »

Max damage is a potential damage. Min damage is a guaranteed damage, which plays a much more important role in a game with armor DR than in games with HP bloat. Increasing potential damage is a bonus that doesn't break anything. Sure, it's subject to RNG but that's business as usual when it comes to damage ranges. If a weapon does 2-8 points of damage, everyone understands that it takes a lucky roll to score 7-8 points. Increasing guaranteed damage can easily break the balance.

Perhaps STR could change the DR of the target and a negative DR could increase the max damage:
STR 4: DR + 2 (will not increase the DR if the DR is 0)
STR 5: DR + 1 (will not increase the DR if the DR is 0)
STR 6: DR + 0
STR 7: DR - 1
STR 8: DR - 2
STR 9: DR - 3
STR 10: DR - 4

An attack inflicts 4 - 10 points of damage against a target with a DR of 3:
If the attacker has a STR of 4 he could inflict 0 - 5 points of damage and if he has a STR of 10 he could inflict 4 - 11 points of damage.
« Last Edit: October 21, 2017, 02:59:50 pm by Wizard1200 » Logged
Wizard1200
Neophyte

Posts: 14


View Profile
« Reply #58 on: October 25, 2017, 11:47:26 pm »

I would change the effects of the following attributes, too, because every attribute point should be important:

INTELLIGENCE
Every character has three tagged skills and INT determines how fast they increase ...
INT 4: + 10 %
INT 5: + 20 %
INT 6: + 30 %
INT 7: + 40 %
INT 8: + 50 %
INT 9: + 60 %
INT 10: + 70 %

CHARISMA
Every party can have up to four members, but ressources (weapons, implants, ...) are expensive and they have to be split between the party members. CHA determines how much money they cost ...
CHA 4: + 20 %
CHA 5: + 10 %
CHA 6: + 0 %
CHA 7: - 10 %
CHA 8: - 20 %
CHA 9: - 30 %
CHA 10: - 40 %

FEATS AND IMPLANTS
Every feat should be attached to an implant and it should be possible to buy implants or receive them as quest rewards. This would replace the, in my opinion, artifical quest experience system.
Logged
Scott
Developer

Posts: 2312



View Profile
« Reply #59 on: October 26, 2017, 07:36:13 am »

I already have a problem with systems in which Intelligence heavily influences Skill point distribution, but a linear progression like that is ridiculous. If character abilities depend on Skills then it makes Intelligence a must-have attribute, with dumb characters being gimped across the board.
Logged

Pages: 1 2 3 [4] 5 6   Go Up
Print
Jump to: