|
Post by Gravedust on Jun 11, 2010 15:45:43 GMT -8
Got any fun or interesting ideas you think might help the game or make it better?
Share them here!
Remember that if your suggestion is gameplay-related, the more clearly you can explain your idea the better chance it will probably have. Also, for best results, be prepared to explain how it would fit into the current rule set and show examples and results of tests you have run with it.
|
|
|
Post by brendur on Jun 16, 2010 7:26:08 GMT -8
Alright, so I've been turning over in my head some gadgets that could be useful in the gear arsenal, and compiled them all into a list, just to get the gear's turning ( yuk yuk). Explosives: More boom for your buck. Flash Bang - a popular choice for the swat tactician, but still sometimes you need to capture someone alive. The hard part would be to implement it's effect. Would it have a "stun" effect? OR could it damage morale instead of health? Lock Popper - a more modest charge for the sapper or thief who doesn't have time to fiddle with lock picks, but doesn't want to bring down the building around him. I figured this device could have a chance of actually jamming the lock along with being able to destroy it. Thermite Vial/Charge - I figured this would be extremely expensive and hard to handle, BUT would have the ability to burn through multiple floor levels if used right. If you aren't familiar with Thermite: www.youtube.com/watch?v=rdCsbZf1_NgLink Charge - Not so much a bomb itself but a vial of unstable liquids that when subjected to a shockwave, ignites and sets off the actual explosive it is paired with. This would allow a sapper to "Link" explosions together without putting them right on top of one another. This could also make for an assured success that a shell to a certain area of the ship would set off an explosive planted there ahead of time. Also would be particularly expensive and tricky to use. Airship Armaments: Death from above! Harpoon - popular even before Mortal Wombat, it's a no brainer that crazy science would give us a gun that fires a harpoon on a chain. I figured for two versions of this gun. One made cheaply where the chain can't be detached from the gun, making for crazy hi-jinx if you miss, or if the other ship has the power to just drag you along. Another that's more expensive, but they thought ahead and made the chain detachable. Phosphorous Shot- a special shell that is loaded with a special kind of glowing phosphorous paint, enabling a ship to paint a target which allows them to be both sighted from a greater distance, and gives following shots a bonus to accuracy. Magnetic Terror - this one just popped into my head and I had to give it a try. This shell is designed to attach to a hull, wherein solution inside mixes to create a powerful liquid magnet, effectively magnetizing the hull of the compartment it was fired at. This of course wrecks havoc on any instrumentation in the compartment, and even draws metal tools and weapons to the wall if they aren't hung onto. The mechanics of this would be hell, but I figured all the effects could be offset by a high cost, and once fired, the solution in the shell takes a few rounds to mix, giving any ship shot with this round time to clear it off it's hull. Height Charge - it would be a simple leap in logic to take a bomb, and strap a parachute to it, creating a sort of temporary "Sky mine" that ships could run into if the pilot isn't careful. These of course would be hell to aim, and wouldn't last very long, eventually drifting down to earth and exploding on contact.
|
|
|
Post by Gravedust on Jun 16, 2010 8:38:30 GMT -8
Real quick: Flash Bang: Good idea, and something I'll find a way to work in in the future, most probably. I'd do it now, except I really need to get some ships built -_- Thermite/Lock popper: Sappers have the ability to blow through bulkheads (and walls) already using common explosives. In most of the ships I build , interior bulkheads have a rating of 5, Outer hulls ~10-15 for civilian craft and usually 20+ for military or combat-oriented vessels. So while not a whole lot in a sapper's arsenal can get through a military outer hull, civvie ships are vulnerable, and almost anything can pop through the walls inside. Grenades definitely, or even the little blast caps, which were specifically designed for that purpose. :3 Link charge: Interesting, and there's nothing in the game like that quite at the moment.. I'll noodle how it could be implemented... - Harpoon: There is an equivalent (That I forgot to write up -_-) Caller a Grappler, which is sort of a combination of electromagnet and suction cup. Basically you fire it at a ship's hull, and it forms a sort of rope bridge, thick enough to actually be walked across, has little guidewires, etcetera. Generally they're used to move things between ships in a peaceful manner, (You can grapple stuff off the ground too. ) but they're often used to board ships against their will, also. Phosphorus Shot: ..Interesting, I'll noodle this. Currently there are no provisions for more than 1 type of ammo per gun, but I'm sure that can be changed when there's time. Mag Charge: Certainly sounds cool, but I'm not sure what place it would have in gameplay. Height charge: These are Rad! Will definitely go in at some point. Instead of parachutes, perhaps they could be suspended at a specific altitude by balloons...
|
|
|
Post by brendur on Jun 16, 2010 10:27:25 GMT -8
Righty oh, and since it's a slow day at work, a few more ideas. Widgets: Gadgets and whatchawhozits Grappling Gun - Cause, lets face it, we're all Batman fans at heart. Suction cups/Climbing Claws/Magno-Boots - all wonderful manner of climbing implements, useful for Errol Flynning your way up the side of an airship. The boots could possibly be especially helpful for keeping one stable when walking on the deck of the ship. Dr. Soluble's Pheromone Phenomenon - a strange kit that has been circulating the cities recently, which is a collection of pheromones from beasts most strange and exotic. While effective in changing the mood of the people a room, the kit is most known for it's unpredictable effects on animals, which range from hostile, to amorous...to just plain weird. I figured this kit could be something like a wand of wonder in D&D, the mechanics would contain the ability to add or detract from Impress/Charm/Intimidate, however with the chance of something going horribly wrong if animals are present. Of course the kit comes with a set of noseplugs for the user , and naturally it would be highly illegal in most cities. Dr. Soluble's Pick-me-up-up-upers (Also knows as PMU's)- Strange and varied concoctions that work to stimulate the body and mind for short lengths of time. Buyer beware, after the effect has faded there are certain lingering aftereffects, for which the proud workers at Dr. Soluble's are not responsible for. Potions, pure and simple, with withdrawal effects that depending on a toughness check, range from hilarious to possibly mortal. Air Bazooka - designed with the idea of crowd control in mind, this seemingly unwieldy turbine in a tube issues blasts of air to scatter crowds, and sweep opponents off their feet. I'd figure that instead of damage this could have some sort of knock down mechanic, as well as a strength check to make sure the wielder isn't blown off their own feet. Nulltone - a strange device which uses a resonating crystal scheme to nullify all sound in a certain area. A great aid to thieves and landlords everywhere! I'm not too sure whether such a device would be portable, Perhaps there could be personal ones that work only up to a couple of feet, and possibly stationary ones that take out whole blocks? Gliders: I believe I can fly! Just about all of these gliders would require a height to jump from, and or a tow from an airship. Trihorns - the most basic of the basic, but cheap as hell, an isosceles triangle for a frame with canvas covering. These will fly straight most of the time, and with training, can sometimes be steered by kicking ones feet. Vincibirds - A bit more complicated of a frame, but designed for longer flight and better steering. Aerolight Hopper - a top of the line, superbly designed glider. Instead of a wooden or aluminum frame, this glider at first looks like a medieval metal shield. When the handles are twisted and shoved outward, snubbed metal "wings" extend from either side of the shield. In this mode the shield can be either hung over head and used for short hopping glides, or turned over and stood upon to "cloud surf" behind airships if you have a line attached to them. While extremely useful, these hoppers cost a good bit of dough, and require constant maintenance to keep in working condition.
|
|
kraftykate
Junior Member
Dr. David Sunday
Posts: 90
|
Post by kraftykate on Jun 16, 2010 11:22:24 GMT -8
What steampunk game doesn't have goggles?
How about some Thermo-spectro goggles? They have different lenses that you can twist and move around so that you can spot cracks and stress-points in things before they become big problems, exhaust blockages, canon shell duds, etc.
|
|
kraftykate
Junior Member
Dr. David Sunday
Posts: 90
|
Post by kraftykate on Jun 16, 2010 14:51:19 GMT -8
Like this... or this...
|
|
|
Post by Gravedust on Jun 16, 2010 15:07:21 GMT -8
Yep yep.. sorry for the lack of response.. I've been revising the flight rules.
I'm hoping to get the time to get the item creation rules up by tonight, after which you can make goggles to your heart's content.
I'll also address some of bren's suggestions when I get the chance.
|
|
|
Post by jazzs3quence on Jun 17, 2010 4:14:16 GMT -8
Character Generation... As I'm making my character, a couple things...
1 - the whole "you have 400 points to spend but each stat point costs 5 points so really just think of it like you have 80 points" is unnecessarily complicated -- just drop the 400 points bit and say you have 80 points.
I actually wonder if you should even make it 80, or if you should simplify it further and say you have 8 points (each "point" really being worth 10). It's much easier to wrap your head around 8 than 80, but that limits things later (like, presumably, spending points on stat increases...unless you get into decimals...)
2 - Your character sheet pdf doesn't have form fields (i.e. it would be easier -- especially if you're making changes to the character sheet -- if the character sheet was in a pdf format that allowed the fields to be filled out). I can work on this (because it will be easier for me personally in the long run, and probably other ppl as well...we don't have a printer anymore). I'll try to have it done by game's start on monday.
that's all for now...
|
|
|
Post by Gravedust on Jun 17, 2010 6:55:33 GMT -8
Yeah.. The reason I went ahead and said 200 points was so I could familiarize people with the notion that once the game started they'd be buying stats at a rate of 5CP per stat point.
Buuut you're not the only person who mentioned that, so I may revise that to just say 80 starter points and make mention of the 5CP cost after character creation. ;D
I'll probabaly leave things at 80 points, though, if only to allow a greater degree of precision when allocationg zee stats.
Yeah.. The .PDF would be MUCH nicer with fields, I just haven't got around to doing it yet. (shaaaame) the current version has been flattened, but if you feel like taking up the mantle I can ship you the unsquished one (Built in CS2 Illustrator) If that makes any sort of difference at all. But yeah if you wanted to do that, that'd be rad.
|
|
|
Post by Gravedust on Jun 17, 2010 8:53:46 GMT -8
|
|
|
Post by DeleriusDruid on Jun 17, 2010 9:02:56 GMT -8
Gear Creation tutorial is up.
HOORAY!
|
|
kraftykate
Junior Member
Dr. David Sunday
Posts: 90
|
Post by kraftykate on Jun 17, 2010 9:40:01 GMT -8
Grandad Watson's Up-to-Spec SpecsSlot: Head Bonus: +6 Mechanical/Repair, +6 Spot Rarity: 115 (115.2) Cost: 167 Size: 1 DescriptionMultiple adjustable lenses on a reliable pair of goggles make inspecting machinery and the surrounding area a breeze. These were originally commissioned especially for Collin "Grandad" Watson. "Don't just look at the machinery, lass. Look at the area the machinery is in." (( I know this is not starter gear, but rather something to get later. ))
|
|
|
Post by DeleriusDruid on Jun 17, 2010 9:44:37 GMT -8
Just to work through the process and see for myself how it works, I rechecked your goggles Kate. Unfortunately, you missed a step in the rarity section, to multiply by the number of stats used. This doubles your rarity to 115.2 So it could be crafted, but you'll never find it in a store.
|
|
|
Post by Gravedust on Jun 17, 2010 9:46:19 GMT -8
Keen! I'll run the numbers to double-check when I have a chance. I think the rarity might be low on first glance, but I could be wrong.
And you were right to round off the rarity. I shoud have mentioned that. -_-
Pretty much everything in the game gets rounded off to the nearest whole number in fact, with I think 1 or 2 exceptions.
|
|
|
Post by DeleriusDruid on Jun 17, 2010 9:48:53 GMT -8
So, rounding to the nearest or rounding up?
Also, it seems that the rarity will go up much quicker than the price will, if you use more than 1 stat. Is this intentional? Kate's amazing goggles are really rare, but still only cost 167. That doesn't seem like much in comparison.
|
|
kraftykate
Junior Member
Dr. David Sunday
Posts: 90
|
Post by kraftykate on Jun 17, 2010 9:59:04 GMT -8
Rarity fixed.
|
|
|
Post by Gravedust on Jun 17, 2010 10:02:29 GMT -8
To nearest, .5 goes up. 1.1 = 1 1.3 = 1 1.5 = 2 1.8 = 2
And yep. Items with 2 stats will shoot up in rarity/difficulty a lot faster than their cost will scale. This is intentional. I want the more special items to be hard to get, but not necessarily hard to afford.
|
|
|
Post by jazzs3quence on Jun 17, 2010 10:07:43 GMT -8
Yeah.. The .PDF would be MUCH nicer with fields, I just haven't got around to doing it yet. (shaaaame) the current version has been flattened, but if you feel like taking up the mantle I can ship you the unsquished one (Built in CS2 Illustrator) If that makes any sort of difference at all. But yeah if you wanted to do that, that'd be rad. Working on it. I posted it earlier, but I copy/pasted the text areas for the gear and didn't realize that that made everything the same value when you filled it in, so it's about half done.
|
|
|
Post by DeleriusDruid on Jun 17, 2010 10:10:49 GMT -8
To nearest, .5 goes up. 1.1 = 1 1.3 = 1 1.5 = 2 1.8 = 2 And yep. Items with 2 stats will shoot up in rarity/difficulty a lot faster than their cost will scale. This is intentional. I want the more special items to be hard to get, but not necessarily hard to afford. Sounds great! Now give us the weapon rules! I want my sniper pistol
|
|
|
Post by brendur on Jun 17, 2010 10:16:43 GMT -8
OOoooo shiny rules!
|
|
|
Post by Gravedust on Jun 17, 2010 10:18:26 GMT -8
Yeah.. The .PDF would be MUCH nicer with fields, I just haven't got around to doing it yet. (shaaaame) the current version has been flattened, but if you feel like taking up the mantle I can ship you the unsquished one (Built in CS2 Illustrator) If that makes any sort of difference at all. But yeah if you wanted to do that, that'd be rad. Working on it. I posted it earlier, but I copy/pasted the text areas for the gear and didn't realize that that made everything the same value when you filled it in, so it's about half done. Awesome! And thanks very much!
|
|
|
Post by Gravedust on Jun 17, 2010 11:22:10 GMT -8
|
|
|
Post by Gravedust on Jun 17, 2010 11:43:18 GMT -8
|
|
|
Post by Gravedust on Jun 17, 2010 14:08:48 GMT -8
gravedust.proboards.com/index.cgi?board=dev&action=display&thread=44Accessories have been added.. take note that I haven't done any testing with them as yet, and as such they're very likely to change either a little or a lot, which may force you to redesign some items later if you use them now. They are, however, available to play with now if you like.. I'd like to see some of the stuff that you guys can come up with, and any observations you might have about any of the pieces.
|
|
|
Post by jazzs3quence on Jun 18, 2010 4:35:44 GMT -8
Updated PDF is done. WITH FORMS! Steampunk! Character Sheet PDF UPDATED!Tabbing is kind of wacky in most places. If I do an updated version at some point, I'll fix that. Ak, feel free to use this to yer heart's desire instead of or in addition to the existing PDF. Version 1.1 has been uploaded with added checkboxes for blocking out unused gear slots.
|
|
|
Post by jazzs3quence on Jun 19, 2010 12:59:29 GMT -8
Okay, I've got a gun I made and I want to throw it by you before we add it to Erin's character. The idea is that it's a very small, easily-concealable pistol, a la the Derringer. The only thing that seems odd about the generation process is that, because this thing would be so specific, it seems awfully cheap...
Ladyfinger Type: Handgun Size: 1 Calibre: 5 Ammo: 4 Reload: (Cost: 20, Rarity: 5) Accuracy: 0 Rarity: 25 Cost: 140 Description: The Clevinger Mini is a tiny, concealable handgun that is no less accurate despite its size. It's often favored in espionage due to it's diminutive scale.
**updated**
|
|
|
Post by Gravedust on Jun 19, 2010 13:18:45 GMT -8
I think you made a mistake with the cost calc:
Handgun Cost = [Calibre + Ammo + Accuracy Bonus] x10
So [[5+4+5] x 10] =140
The Accuracy Bonus is +5 instead of zero because the Calibre of the gun gave you an automatic -5, so to even it out to zero requires 5 points.
The Accuracy Bonus refers to the total bonus that was applied, not the Accuracy that the gun ends up with.
I'll rewrite that section to make it a little clearer....
|
|
|
Post by jazzs3quence on Jun 19, 2010 13:30:00 GMT -8
yeah, that was probably my bad. i did -5 for accuracy when i was doing my notes and changed it to 0 when i added the 5 for the bonus (to zero out the accuracy), so yeah...that makes more sense anyway. i'll update that now.
|
|
|
Post by Gravedust on Jun 19, 2010 17:16:26 GMT -8
Mmmkay, looks like you're good to go. Fun name change too.
|
|
|
Post by jazzs3quence on Jun 19, 2010 18:41:09 GMT -8
Fun name change too. that was Erin's idea. there's actually a gun in Borderlands that you get fairly early on in a loot stash you're led to as a reward for doing a quest called the Ladyfinger which is this lightweight automatic pistol. About the only thing cool about it is that it has a 2x or 3x scope on it, but otherwise isn't that impressive (of course, at that point in the game, it's like the best gun you have). Anyway, it fit better than my idea which was sort of generic.
|
|