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Post by Arcanet on Oct 1, 2014 14:09:21 GMT -8
"Shots fired, shots fired! All units, go! I repeat, all units go!"
A side project I started, focused on making a highly tactical combat simulation. No superpowers, no magic. The players need to gather reliable intel about the location, formulate a plan, and execute it properly. A single mistake could mean death. Weapons are lethal, armor is heavy and cumbersome, special equipment is essential but limited in availability. Hostiles need to be neutralized, but they may have hostages.
Oh, and there is a bomb in the building.
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Post by Dashing Inventor on Oct 5, 2014 12:04:27 GMT -8
Sounds interesting, can't wait to see/hear more!
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Post by Arcanet on Oct 6, 2014 16:06:18 GMT -8
Flashbang
Everyone within the blast radius must immediately reflip Initiative, choosing the worse result.
They will also gain a Temporary Complication and the Hampered Status.
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Post by Dashing Inventor on Oct 12, 2014 17:19:17 GMT -8
Is that the worst between the new initiative and their original? Or are they meant to flip multiple cards and choose the best initiative result?
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Post by LordAnubis on Oct 12, 2014 19:52:35 GMT -8
I think it'd be easier and more accurate to have everyone in the blast radius just skip their next turn and gain the Temp Complication and Hampered Status. A time limit on the hampered and temp complication would probably be a good idea as well. Since you kind of just have to wait til the effects subside in real life. My reasons are: I dislike having to redo initiative mid combat Refliping their initiative could improve or not even change their initiative (depends on how the refliping is handled, flipping two new cards and picking the worse of them could be better than what they previously had) Skipping a turn feels more accurate to the effect a flashbang was designed to induce in a target
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Post by Arcanet on Oct 13, 2014 9:28:51 GMT -8
I worded it poorly, the intent was two new initiative cards, and choosing the worst out of the three.
This is in super pre-alpha stage, so the specific effects of skills and items isn't a concern yet, just the broad intent.
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Post by Arcanet on Oct 22, 2014 16:28:21 GMT -8
Some Skills:
Quick Hands
You can change your weapon and reload while moving, but doing so gives you an <AGILITY> <TURN DOWN> on your next attempt.
Awareness (NNF)
You can make your Attempt at any point while moving, rather than before or after your move.
The latter skill will be invaluable in an office complex or a hotel. Being able to dash across a hallway AND shoot down it simultaneously could be the difference between a veteran and a body bag.
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Post by SirManCub on Oct 24, 2014 10:08:02 GMT -8
I really like the second skill, but maybe a different name? Maybe "Veteran"?
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Post by SirManCub on Oct 30, 2014 13:14:38 GMT -8
Hey, how about some team skills? Like skills that you can't take unless others on your team (and you have to have worked with that team for some amount of time, first) take the skills too? I'm not sure what skills, other than the obvious things like bonuses for combat, or flanking. But in an Operator environment, those teamwork skills are invaluable in real life.
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Post by Arcanet on Oct 30, 2014 16:33:36 GMT -8
Team based skills are definitely something I'm planning. Also I'm rebranding/splitting "Powers" into "Maneuvers", "Techniques" and "Intel", more on those later.
A very powerful tool at the disposal of the Team is an Intel Power I call "Clockwork":
"Players may declare synchronized entry, at which point they must choose their entry Maneuver and move path.
Before combat begins, the first Operators to enter the area are placed just inside the point of entry, visible Tangos are revealed and Initiative is flipped. All players move on the highest player Initiative turn, but make their Attempt on their own Initiative. Players must follow their chosen move path.
Tangos may move freely on their Initiative, but must attack the closest Operative on the first combat round."
This may need to be printed at font size 5...
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Post by SirManCub on Nov 9, 2014 20:56:16 GMT -8
Team based skills are definitely something I'm planning. Also I'm rebranding/splitting "Powers" into "Maneuvers", "Techniques" and "Intel", more on those later. A very powerful tool at the disposal of the Team is an Intel Power I call "Clockwork": "Players may declare synchronized entry, at which point they must choose their entry Maneuver and move path. Before combat begins, the first Operators to enter the area are placed just inside the point of entry, visible Tangos are revealed and Initiative is flipped. All players move on the highest player Initiative turn, but make their Attempt on their own Initiative. Players must follow their chosen move path. Tangos may move freely on their Initiative, but must attack the closest Operative on the first combat round." This may need to be printed at font size 5... I like it! PS. Please tell me instead of Players or Characters, they'll be called Operators???
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Post by Arcanet on Nov 11, 2014 7:11:36 GMT -8
I will be doing so; any mention of the PC's will be "Operator(s)", but something the player needs to do mechanically, f.ex. draw a Resolution Card, will be mentioned as "Player".
Why? "Player" is shorter, and sometimes you need to do X to make your character do Y.
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