I'm writing an RPG, it's about zombies and I'm so original I call it Rude Awakening!
60 replies, posted
I'll just have a generalized category on each type of weapon then. :)
That is true (about shock, bloodloss etc) which is why I added the whole grievous wounds-list. I want to make characters fragile, but not too fragile. Sometimes you can be really lucky with how the bullet entered the wound, or in the case of melee weapons it could be that the wound is just a flesh wound or something like that.
Granted, a character with basic stats (If you place 4 in everything) will at most have 6 in physique, meaning he can take only 3 bullets to the chest before he has a chance to be mortally wounded (or even die).
This brings me to shooting ; I was planning on adding a negative modifier (say, -1 to skill) if you don't stabilize yourself after shooting the first bullet. My plan is to have every action turn (where you do something) be around 5 seconds or so, so you will have to wait 5 seconds before firing your gun again or you will have a harder time hitting. Harsher modifications will be in place if you decide to shoot a burst, or even go full auto.
So, the character is still going to be pretty fragile, even if he has full physique.
I think one handed weapons will deal 1 damage for each hit, and a two-handed will deal 1.5 damage. This means that it will take a few hits to any limb to cause permanent damage (or even death) but make no mistake ; close combat is really dangerous.
[editline]10th December 2010[/editline]
Edit : I think I'm going to add protective gear too, such as bulletproof vests and helmets and those kind of things. Will have to work out some durability system though.
Ok, that sounds good.
How about luck though? Give a character 2 points of luck at the start and they can gain more by urviving longer, killing large amounts of things etc.etc.
A luck point could be used to roll a dice specially to turn a fight toward the rollers side. Luck probably would be best used in shooting a zombie in the head with a pistol to allow a teamate to keep trying to hack a computer to open a military blast-door. The luck could work if the person rolled a 4+.
What do you think of the idea?
It does sound like a good idea, luck points could be used to either reroll (and have the luck point come back in 24 hours) or blast it away to get an instant success (and never gain it back).
The idea with the system is that lower is better though, all the + and - is placed upon the skill the person is using.
I.e someone wants to use his first aid, he has 3 in first aid(general) and tries to bandage a wound. He's in a clean and sterile room with clean equipment, which means he then recieves +3 to his skill, meaning he has 6 in first aid(general) for that roll. He will then try to roll a 6 or lower to succeed.
I took a day of yesterday, but today I've had some time to write etc.
I'm not entirely sure if I'm making this too complicated with all the modifications. I've already done plenty of cutting down on that with all of this, but I don't want to make it too simple either.
Any thoughts?
Actions in Rude Awakening.
Combat goes by quickly, within seconds people can be beaten to death. Combat in Rude Awakening is no exception to that, and swinging a baseball bat or firing your gun happens fast.
In Rude Awakening, one action (walk, run, shoot etc) is 4 seconds.
Some actions (such as walking, jumping or running) depend on the characters physique to determine how fast you can run or how high you can jump.
Action || Effect
Walk || Character moves 4 meters. Movement is halved if character has
a wounded leg. Movement is reduced to 1 meter if a leg has been taken
out and the character doesn't have anything to support his leg that's
been taken out, but will move at halved movement-speed if he/she has
something to support his leg.
Jog || Character moves 6 meters. The character can jog at half movement
with a wounded leg, but must roll against his/her mental stability every
round to see if he/she can continue jogging. The character can't run with
a leg that has been taken out.
Run || Character moves 10 meters. Characters recieve one extra meter
moved if he/she has 6 or above in physique, and recieves an
additional meter moved if he/she has 9 in physique.
A character with a physique of 2 has a movement speed of 8 meters.
A character with a physique of 1 can't run at all. The character can't run
if he has a wounded or taken out leg.
Jump || Character jumps half a meter in any direction. If the character have
sufficent space to run before jumping, he will be able to jump one and a
half meter. A character with a physique of 6 or higher can jump 0,75
meters in any direction, and can jump 1,75 meters with sufficent space
to run before jumping. A character with 9 or higher can jump one meter in
any direction, and can jump two meters with sufficent space to run before
jumping.
Attack(Melee) || The character swings his weapon at the opponent.
The player will have to decide what part of the body he/she wants to hit,
the torso gives you no negative modifications to hit, the legs or arms give
a -1 modification to hit and trying to hit the head gives you a -2
modification.
Attack(Melee, strong) || The character makes a strong attack against the opponent. The damage
will be doubled, but the opponent will recieve a +1 to hit the character the
next round. Same rules apply with trying to hit the parts of the body.
[editline]12th December 2010[/editline]
Edit : I was thinking of adding two more melee attacks. Knock down, which will (quite obviously) knock down the opponent, which will give the opponent -1 to all skills the next turn. And disarm, which will target any weapon the oppoent has in an attempt to... disarm him.
Ha! Where did you come up with the name? This was the name of a 'techno' song I made around 3 years back. [url]http://www.newgrounds.com/audio/listen/161258[/url] What a strange coincidence...
Rude Awakening is a name I came up with about two years ago when I wrote a short story about the zombie apocalypse, I don't think it's such a strange coincidence since rude awakening is a pretty good word to describe having to wake up to a new world, populated by zombies.
Damn, this sounds a lot like something I'm making. Except, it's more of a classified government experiment in mine and it's extremely complicated the first time you play.
[QUOTE=rosar0980;26650756]Damn, this sounds a lot like something I'm making. Except, it's more of a classified government experiment in mine and it's extremely complicated the first time you play.[/QUOTE]
You should start a thread and post your current progress, I'd love to read about it. :)
I've written some more, and decided to add some cover and what modifications you have to hit bodyparts :
Attack(Melee, disarm) || The character swings his weapon at the opponent, in an attempt to disarm
him/her. This attack deals no damage.
Attack(Ranged) || The character draws his/her weapon, trying to hit any part of the body of
his/her choice.
Take aim(Ranged) || The character takes careful aim, trying to hit any part of the body of
his/her choice. He/she will recieve a +1 to the next attack. Spending three
rounds will give him/her an additonal +1 to the next attack. Spending six
rounds will gim her an additional +1 to the next attack.
Burst fire(Ranged) || The character shoots three rounds in quick succession. He/she will
recieve a -1 to his skill to see if he/she hits. Roll for every bullet fired to
see if it hits.
Automatic fire(Ranged) || The character pulls the trigger, firing eight bullets for every round. He/she
will recieve a -2 to his skill to see if he hits the first round shooting
automatic fire, and recieves another -1 to his skill for every round he/she
uses the skill. Roll for every bullet fired to see if it hits.
Reload weapon || The character reloads his weapon. This action takes two turns to
complete, but fills up the weapon to full capacity if the character has
enough of it to do so.
Fix jammed weapon(Ranged) || The character unjams his weapon.
Before you attack, you will have to decide where you want to hit.
Trying to hit the chest gives no modification, trying to hit the legs or arms gives a -1 modification on your skill to hit, and trying to hit the head gives a -2 to hit.
Ranged weapons also have different ranges where it gets harder to hit.
Trying to hit someone behind cover is also hard, and certain types of cover makes it harder. Trying to hit someone who is crouching gives a -1 modification on your skill to hit, and trying to hit someone who is in a prone position gives a -2 modification on your skill to hit.
Cover || Effect
Light Cover (wooden fence, bushes etc) || -1 to hit
Medium Cover (sandbags, cars etc ) || -2 to hit
Heavy Cover (concrete walls, stone walls etc) || -3 to hit
Weapon || Range || Effect
Close
Pistol || 0-10 m || +2 to skill
Submachine gun || 0-12 m
Rifle || 0-20 m
Shotgun || 0-5 m
Assault rifle || 0-15 m
Machine gun || 0-12 m
Near
Pistol || 11-25 m || No effect
Submachine gun || 13-30 m
Rifle || 21-50 m
Shotgun || 6-10 m
Assault rifle || 16-40 m
Machine gun || 13-35 m
Far
Pistol || 26-35 m || -1 to skill
Submachine gun || 31-40 m
Rifle || 51-150 m
Shotgun || 11-15 m
Assault rifle || 41-80 m
Machine gun || 36-60 m
Really Far
Pistol || 36-50 m || -2 to skill
Submachine gun || 41-60 m
Rifle || 151-300 m
Shotgun || N/A
Assault rifle || 81-160 m
Machine gun || 61-120 m
Very Far
Pistol || 51-70 m -3 to skill
Submachine gun || 61-75 m
Rifle || 301-350 m
Shotgun || N/A
Assault rifle || 161-200 m
Machine gun || 121-150 m
Extremely Far
Pistol || N/A -6 to skill
Submachine gun || N/A
Rifle || 351-600 m
Shotgun || N/A
Assault Rifle || 201-350 m
Machine gun || 151-230 m
The range for each weapon isn't completely realistic (assault rifles are for instance very much capable of hitting targets atleast 400 meters away in the hands of someone who is competent such as a soldier) but I don't want people to score headshots with weapons that easy. Combat is supposed to be pretty close and really gritty, and I think making it really hard to hit targets beyond the ranges I've given each weapon should make people think twice before shooting at someone.
[editline]12th December 2010[/editline]
Edit : I've given it some thought and I think I'm going to skip writing down how to generate a city, I'll just transcribe the event-list and an item list.
Gregah what are the effectiveness on the assault rifle/machine gun extreme ranges?
Shooting a rifle from 0-15 feet and from 201-350 feet don't change in difficulty?
Maybe not much of a modifier but are you planning to put one in at least?
the distances are in meter, and I guess it's because of the poor formating but the number presented on pistol on the different ranges are a change of difficulty depending on the range.
I.e shooting between 51 to 70 meters is considered very far for a pistol, giving the user a -3 modifier to the characters skill. The same range, very far, for a rifle would be 301-350 meters, giving the user a -3 to the character skill.
Trying to hit someone behind cover is also hard, and certain types of cover makes it harder. Trying to hit someone who is crouching gives a -1 modification on your skill to hit, and trying to hit someone who is in a prone position gives a -2 modification on your skill to hit.[/QUOTE]
I think someone who is prone and someone who is standing have the same chance to hit a head, so there should be no penalty for headshots while prone IMO
You're a much smaller target if you're in a prone position, but you know what I think I'm going to remove the negative modifications depending on if you're crouching or prone ; it's already really hard to hit a target.
[QUOTE=Gregah;26655200]the distances are in meter, and I guess it's because of the poor formating but the number presented on pistol on the different ranges are a change of difficulty depending on the range.
I.e shooting between 51 to 70 meters is considered very far for a pistol, giving the user a -3 modifier to the characters skill. The same range, very far, for a rifle would be 301-350 meters, giving the user a -3 to the character skill.[/QUOTE]
Ah that makes sense. I see what you did there :v:
Anyway for cover perhaps it would be better to have a sort of cover or no cover for simplicity.
Or possible half way cover, no cover and heavy cover as in, say, dawn of war or that old game with the squad I forget what it is called.
That's not a bad idea actually, the whole cover / no cover. I'll do some number crunching and make out a few scenarios and see if my current cover system is too confusing, and a few scenarios where there are cover / no cover.
[editline]13th December 2010[/editline]
I've decided to keep the current cover system, I added the crouching/prone position into "light" and "medium" cover.
I've written three pages about the zombies now, one with an introduction of sort from the point of view of a soldier in the national guard (no nationality mentioned however, but it could be from any country in europe or from USA.)
I've also written down some things about the zombies, such as what they are capable of and so forth.
[b]Zombies in Rude Awakening.[/b]
[i]It's not clear when it started, or even how it started. News started spreading about some completely new disease in Afghanistan that killed an entire village.
The problem was, they didn't die in the sense most people associate with death.
Reports started piling in on how this disease started to spread throughout Afghanistan, at first there were plenty of reports coming from soldiers stationed over there, but those reports quickly stopped.
More soldiers were pumped into Afghanistan, but by then it was already too late.
Reports came now from Pakistan and Iran how large mobs of people attacked everything in sight, but it wasn't too long before those reports stopped too.
The governments told us that this was nothing to worry about, that the earlier reports about a disease killing an entire village were false rumors and that it were only riots in both Iran and Pakistan.
The first signs that not everything was alright was when both the UN and NATO pulled out of Afghanistan. They said that it was no longer necessary, but there had been a lot of casualties. They said that they had made a really big offensive to take out the talibans, but somehow none of the soldiers were allowed to talk about it.
One of them did.
The story she told was horrible. Stories about killing people who had no weapons, stories about people being able to function with half their bodies torn apart. She was later put into jail, and later excecuted for killing her boyfriend. A terrible murder, bullet to the head.
It wasn't long after that incident that reports started coming in from both Europe and North America about people attacking eachother. What was weird were how each case were so alike. A person, bloodied and torn up, with glazing eyes took a bite, or atleast tried to bite of every victim.
The government started talking about it being terrorists and quickly told everyone to stay away from other people. Some people started talking about zombies, but come on. That only happens in the movies or in games. It didn't stop people from going completely crazy, and soon we (the national guard) were called in to protect stores.
I should've known something were wrong back then, but I didn't. Maybe it was me not wanting to see what was happening, or maybe I just were that naive.
- Jason Smith, National Guard.[/i]
Zombie, ghoul, walking dead, infected, there are many names for those that walks with the curse that causes them to never rest, never stop and have a constant craving for human flesh. There is only one thing that can stop them.
Destroying their brain.
A person is infected with the disease if body fluids are exchanged between the ghoul and the person (I.e being bit, transfering their blood to your body or any act that causes bodily fluids to mix). The disease itself is one hundred percent fatal.
A person who has contacted the disease will feel fine at first, but within the next 48 hours he/she will start to catch a fever. The fever will not stop, and will rise steadily within the next two weeks.
He/she will first lose the ability to control the legs, after that the arms will stop working. The person falls down into a seizure, and the heartbeat will slowly but surely lose its pace until it's barely there. The person will seem dead at first, but it's only the virus taking control over all bodily functions.
After 48 hours after 'death', the person will rise. It's now a ghoul.
A person who succumbs to his wounds after contracting the disease will also rise as a ghoul.
In gameplay terms, a player character is immune to the zombie disease. This means that a player character can be bit without having to worry about becoming a zombie later on. Non-playable characters can still become a ghoul however.
A ghoul who has seen something will mercilessly walk towards what he has seen, and will continue in that direction long after it has lost sight of what it was following. It will always walk towards a source of sound, and other ghouls who see another ghoul walk towards something will follow.
Ghouls does not seem to have any interest whatsoever in the flesh of animals, but will curiously walk towards any animal it sees.
'Fresh' ghouls are capable of running, but they are not capable of running or climbing. They will however run at you on sight, and will only stop running when they've lost sight of you for a minute (they will run in your direction one minute after last seeing you, they will then just walk around).
A ghoul will start to bash on anything that keeps it away from something it sees, or a source of sound.
[b]Ghoul (first stage).[/b]
[i]Physique : 2
Wits : 2
Mental Stability : 10
Close Combat(Unarmed) : 5[/i]
A ghoul in the first stage is very much capable of running, and does not lose the ability to run if it has a wounded leg. A taken out leg works the same as for a human character however.
[b]Ghoul (final stage).[/b]
[i]Physique : 1
Wits : 1
Mental Stability : 10
Close Combat(Unarmed) : 4[/i]
A ghoul will enter its final stage after three months. It has now finally decayed to a point where it's no longer able to run, and will abide by the same rules that are applied to human characters when it comes to running.
[editline]14th December 2010[/editline]
Oh and holy shit, I just noticed I've written 30 pages of text now, at 9200 words.
-snip-
hm?
No middle stage?
If you are looking for a sort of dreaded arrival in the game, A zombie with, say wits of 10 but medium strength to try and have some imagination at infection attempts?
I don't think a middle stage is necessary, a zombie in the first stage is pretty good (5 in close combat is really good and being in CC with one will mean that there is a really high risk it's going to hit you) and it can also run, which can get messy if you're damaged or got a bad physique.
Giving it 10 in wits isn't going to change anything actually, and the only two interesting stats for a zombie is physique and mental stability. Mental stability is that high because a zombie doesn't fear anything.
I'm curious about what you mean with this though ;
[quote]to try and have some imagination at infection attempts?[/quote]
Sorry my mind was not altogether when I commented there :v:
I mean that instead of "zambies attack" and "zambies die".
"repeat until you are dead"
You could have some zombies with real creativity and some human skill and craftyness
I understand what you mean, I want to keep it as close to romeros zombies however. I think running zombies who doesn't die unless you score a headshot on them, and very much able to fight in close combat is enough for the "end of times"-feeling I'm after though.
I really appreciate your help though, and all these things you come up really gets me thinking about how to do things in the game and that is very much appreciated. :)
You could include an infected npc of some sort. Where you can't tell if the npc is infected until he turns into a zombie. Make it like a random chance for all humans or something so it'll keep the player on edge.
[QUOTE=Gregah;26699753]I understand what you mean, I want to keep it as close to romeros zombies however. I think running zombies who doesn't die unless you score a headshot on them, and very much able to fight in close combat is enough for the "end of times"-feeling I'm after though.
I really appreciate your help though, and all these things you come up really gets me thinking about how to do things in the game and that is very much appreciated. :)[/QUOTE]
:3:
An idea just hit me, do you think that if a survivor is infected he could reanimate and continue playing if he is unable to be executed by his team mates?
going back to read and see if you have that
[QUOTE=TheDiddler;26707131]You could include an infected npc of some sort. Where you can't tell if the npc is infected until he turns into a zombie. Make it like a random chance for all humans or something so it'll keep the player on edge.[/QUOTE]
It sounds like a pretty good idea, I could make it so that some people fall into disease different from others (right now they get a fever that's rising and they lose control of their body until they 'die' and reanimate a couple of hours later) so that NPCs that the players interact with can become a zombie without them seeing anything.
Maybe make it different between getting bit and getting it from a contaminated source such as water?
[QUOTE=Jamesness2;26711623]:3:
An idea just hit me, do you think that if a survivor is infected he could reanimate and continue playing if he is unable to be executed by his team mates?
going back to read and see if you have that[/QUOTE]
Players are all immune to the zombie disease, I was thinking of making it possible for players to die from it and become a zombie themselves, but I don't think it would be really fun for the players if that could happen (they are most likely to get pretty badly hurt from time to time from zombie-related injuries), and if they were 'friendly' to the players it would just be ridiculous.
[QUOTE=Gregah;26712069]It sounds like a pretty good idea, I could make it so that some people fall into disease different from others (right now they get a fever that's rising and they lose control of their body until they 'die' and reanimate a couple of hours later) so that NPCs that the players interact with can become a zombie without them seeing anything.
Maybe make it different between getting bit and getting it from a contaminated source such as water?
Players are all immune to the zombie disease, I was thinking of making it possible for players to die from it and become a zombie themselves, but I don't think it would be really fun for the players if that could happen (they are most likely to get pretty badly hurt from time to time from zombie-related injuries), and if they were 'friendly' to the players it would just be ridiculous.[/QUOTE]
On the subject of NPCs will you have traders? Then their story could be that they are not immune, making it only possible for them to trade from safety. This also allows for safe-houses and safe-house breaches of security.
Well uh, that's completely up to the gamemasters.
[editline]16th December 2010[/editline]
Update :
[b]Hunger and thirst in Rude Awakening.[/b]
A human can survive a very long time without food, but without water he will die within days. Having a source of fresh water (or atleast know how to get it) can be what decides whether you'll live to see another day or not.
Starving and dehydration can have some serious effects on the human body, and will affect how well the character can perform.
How hungry or thirsty a person is is measured in portions. One portion of food a day and one portion of water a day is consumed every day by the body. Certain conditions (being injured, hot weather, cold weather) causes the body to consume more every day.
You can live 6 days (144 hours) without having any access to water, and live up to four weeks(672 hours) without any food.
In Rude Awakening, you expand 5 units of food and water every hour. Over one day that is 120 units, and you have 720 units of water in your body, and 3360 units of food in your body.
A portion of food covers for 120 units, so make sure you stay fed and hydrated!
As your body grows hungrier and more dehydrated you turn weaker, and doing things becomes harder.
There are four stages of hunger and dehydration, where the fourth effectively kills you within 12 hours unless you either fix the dehydration or hunger. Roll against your Mental Stability every hour.:
[b]¼ (180 w, 840 f) dehydrated/hunger :[/b][i]
Hunger or thirst starts to become a nuisance, and you can't quite concentrate on things. If you reach one fourth of hunger or thirst, you will recieve a -1 modification to any skill you use.
This effect is cumulative, and being both ¼ hungry and ¼ thirsty gives you a -2 modification.
You also recieve a -1 to Wit.[/i]
[b]½ (360 w, 1680 f) dehydrated/hunger :[/b][i]
Doing anything that requires you to use your body strength is starting to become extremely hard, and running or even jogging is out of the question. If you reach half of hunger or thirst, you will recieve a -3 modification to any skill you use.
This effect is cumulative, and being both ½ hungry and ½ thirsty gives you a -6 modification.
You also recieve -2 to Wit, -1 to Physique and -1 to Mental Stability. [/i]
[b]¾ (480 w, 2520 f) dehydrated/hunger : [/b][i]
You've become incapable of doing anything of worth and you require assistance to even walk, and doing anything else beyond that is almost impossible. If you reach three fourth of hunger or thirst, you will recieve a -5 modification to any skill you use.
This effect is cumulative, and being both ¾ hungry and ¾ thirsty gives you a -10 modification, rendering you useless.
You also recieve a -4 to Wit, -3 to Physique and -2 to Mental Stability.[/i]
Bumping this because I've done some more work on the RPG, I'm slowly getting closer to finishing!
[b]Fear and Shock in Rude Awakening.[/b]
Sometimes you encounter horrors so terrible you drop everything you have and run the other direction. Sometimes an experience is so shocking that you just refuse to do anything. There are many things in the world that can cause even the most stubborn man to fall down and weep.
Whenever something grueling happens (such as encountering a ghoul for the first time, watching your family get torn to pieces etc) you should roll the dice to see if the player is capable of dealing with the experience, or if he/she is shocked. You roll the dice against your Mental Stability, and have a few modifiers depending on what happens.
[b]Seen this before [/b][i]: The character have seen this before and it's really nothing out of the extraordinary. +2 to his Mental Stability.[/i]
[b]From a safe location[/b][i] : The character is far from the scene and even though he/she might feel ill, it's still something that happens ”elsewhere”. +1 to his Mental Stability.[/i]
[b]First time[/b][i] : The experience is completely new to the experience and he/she doesn't know how to handle it. -1 to his Mental Stability.[/i]
[b]Too close, too personal :[/b][i] The character is experiencing something really disturbing up close and personal. It could be a body falling down right in front of him/her or something like that. -2 to his Mental Stability.[/i]
[b]Extremely disturbing[/b][i] : The scene that unfolds before the character is just out of this world, it could be his/her friends being torn to pieces or anything like that. -3 to his Mental Stability.[/i]
[b]Death to a family member[/b][i] : Watching someone extremely close to you die can break down anyone. -4 to his Mental Stability.[i]
What happens to someone in shock or terror can vary a lot, people can stop functioning or they can become monsters and it's impossible to tell what can happen to someone who fails to deal with the current situation.
[b]1 to 5[/b] : The character gets startled but is OK, he/she will recieve a -1 to every skill until the character can no longer see or interact with the cause of terror.
[b]6[/b] : It's almost too much but the character manages to stay composed, but will recieve a -2 to every skill he/she has for d10 hours.
[b]7[/b] : The experience is just too much for the character and he/she will run around in panic until someone makes her snap out of it (hitting him/her or using leadership) or if he/she can snap out of it. Roll a d10 against his/her Mental Stability every five minutes to see if he/she can snap out of it.
[b]8[/b] : The character folds down to the pressure and runs away in complete terror in the opposite direction of whatever caused him/her to run away, and will do anything to get so far away from the source of terror as possible. Roll a d10 every ten minutes to see if he/she can snap out of it.
[b]9[/b] : The situation is just too much for the character and he/she goes into an uncontrollable rage. The character will attack everything that is in vicinity and won't react to the player for d10 hours. Roll a d10 against his/her Mental Stability every fifteen minutes to see if he/she can snap out of it.
[b]10[/b] : The experience is just too much for the character, and he/she is unable to do anything. He/she must be dragged or carried away and won't be able to do anything until he/she manages to roll below his/her Mental Stability. Roll this every half an hour until the character manages to snap out of it. The character will recieve a permanent -1 to his/her Mental Stability.
The first draft were extremely unforgiving in terms of what the character was doing if he/she snapped, I mean we're talking pretty much giving him/her a death sentence if she snapped. I don't think it's too unforgiving (but still pretty harsh, Mental Stability is still an extremely vital stat that shouldn't be neglected).
[editline]20th December 2010[/editline]
I've also got weapons written down (durability etc) but I seem to have forgotten to copypaste it here. I'll do that next post I make.
I'm going to bump this one to mention I'm going to skip a lot of things and remake this into something completely different. Things I will keep is the following ;
Character Creation
A few jobs (reworking skills and removing a lot of them)
Weapons
Damage System
Dehydration/starve system
the rest is pretty much going to be scrapped or remodeled.
My idea is some sort of warfare type of RPG, more simplified when it comes to surviving and more focused on battles.
I was expecting some horrible flash thing when looking at the thread title, but this actually looks like an interesting RPG!
got a suggestion for durability/armor system
For example assuming you are wearing Kevlar at mint condition it has ?% armor protection and is at 10durability points, each time it takes a hit regarding what actually effects it, lose a durability point and the ?% protection is degraded to whatever a 9 would be or lower. just my two cents. This could apply to houses, vehicles, anything really basing on damage from rolls
also love this concept definitely gonna try this out when you get it finished.
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