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Old 10-29-2014, 10:53 PM   #1
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MrNixon
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  • Jul 2013
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SACPIC Game Mechanics
Hi guys,

This development status report is devoted to our current tasks completed and the matters in progress.

CO-FOUNDER STATUSES

Good news, everyone: we finally completed setting Co-Founder status for all of our $35+ backers. If you missed the importance of that status, feel free to visit our Co-Founders’ Lounge sub-forum with extra content here: http://www.afterreset.com/forum/forumdisplay.php?f=13.

MODELLING PROGRESS

Thanks to your help and our pushing on the process without a weekend, we have finally finished the core furniture props for the whole “Gyes” bunker. Like always, it is full of details and AAA quality so that we will not be ashamed to insert short movies rendered in game from close angles.















STEAM EARLY ACCESS

Sad news is that we are not able to publish After Reset RPG in October, as we have experienced some delay with it. But we’re in the middle of getting that done: we’ve just completed legal and tasks issues, and now we are working on bank and marketing issues. Beyond that, our programmers work in spades on embedding SACPIC game mechanics into the character creation stage. Yes, three programmers have toiled and are still toiling on it. If you ask why, see “Game Mechanics” below :)

GAME MECHANICS

Once again, due to your help and the inspiring attitude you showed during our campaign, as well as the dedication of our entire team, I have finally completed the core of the whole SACPIC game mechanics. That core not only covers the Prologue, but is meant to be applied to the whole game. It covers the whole STATS’ based attributes, all skills, stealth system, offence and defence characteristics, in-game special modes, algorithms of attacks, critical hits and critical misses.

Please, keep in mind that it has no simple brief table view (like the final version of SACPIC will be in Advanced Player Handbook) – but in a way our programmers required me to put down my experience of that mechanics. Our Co-Founders can download and read 33 pages of it: http://www.afterreset.com/forum/showthread.php?p=743

To give you even deeper view of that mechanics I’d even like to give you several items’ descriptions from the game.

* * *



NBC Suit "Lab Rat"

Armor Hardness Level: 1.
Maximum Agility Bonus: 4.
Armor Evasion Class Bonus: 6.

DR Physical (common): 15%
DR Poison (common): 0%
DR Fire (environmental): 90%
DR Acid (environmental): 90%
DR Electro (environmental): 90%
DR Frost (environmental): 90%
DR Laser (rare): 25%
DR Plasma (rare): 20%
DR Field (rare): 0%

Base Item: light armor.
Armor Mobility Penalty: none.
Armor Skills Penalty: -1.
Feats Required: Armor Proficiency (light armor) and Armor Proficiency (hi-tech armor).
Weight: 25 lb.

Special Properties:
+ Immunity (radiation);
+ Immunity (infection);
- Apparel Slots Limitation (no helm, no boots).

* * *

NBC Suit (which stands for Nuclear, Biological, Chemical) is a type of scientific personal protective equipment designed to provide protection against direct contact with radioactive, biological and chemical substances, and provides protection from contamination with radioactive, biological and chemical materials.

This portable and self-contained full-body unit, called by scientists of the UG Science Corps as "Lab Rat", is filled with all manner of protection against hazardous materials, and includes a breathing apparatus (SCBA) for long-term use. This model of NBC Suit has been officially produced by IBR corporation for the Science Corps, hospitals of Underearth and for commercial sector since 94 A.R.


SYSTEM VARIABLES (not displayed to player):

Stack: none
Item Basic Value (PA, NT, SV, ST, RZ, YZ, GZ): 10000, 1000, 7100, 8000, 30500, 4000, 800
Identification Difficulty Challenge: 40
Unidentified Description: This thing looks like scarecrow made from plastic, metal and glass. You see your own distorted reflection staring back at you in the mirrored visor. Creepy...

Armor Full Model Swap: yes
Armor Body Swap: no
Armor Helm Swap: no
Apparel Slots [helm]: blocked
Apparel Slots [headgear]: concealed
Apparel Slots [armgears]: concealed
Apparel Slots [belt]: concealed
Apparel Slots [boots]: blocked
Apparel Slots [backpack]: ok

* * *



Nail Gun M-88

Base Damage: 1d10.
Base Critical Threat: 20/x3 (miss: 1).
Base Magazine Capacity: 24.
Base Range: 95 ft.
Base Damage Type: physical (PL3).
Mobility Penalty: none.
Base Item: coil handgun.

Ammunition Type: small power blocks.
Feats Required: Weapon Proficiency (energy weapons) or Weapon Proficiency (pastager).
Weapon Size: 1-handed.
Weight: 4.1 lb.

Special Properties:
- Not a Weapon (-50% penalty to Damage and Range).

* * *

This Nail Gun, initially produced by Ishima Engineering, is commonly used by engineers and builders of the United Governments since 50 A.R., beginning with the period of Underearth Colonization. Though there have been a few modifications to the design since then, it has stood the test of time and hasn’t had any major design improvements.

Most modifications (made after 74 A.R.) are driven by compact electromagnetic firing system. Despite that this Nail Gun is just an engineering tool, it can be used as a weapon at close ranges, and is reloaded with Small Power Blocks the same relative size of pistol magazines.


SYSTEM VARIABLES (not displayed to player):

Stack: none
Item Basic Value (PA, NT, SV, ST, RZ, YZ, GZ): 700, 300, 3800, 1200, 500, 500, 500
Identification Difficulty Challenge: 30
Unidentified Description: This is some kind of strange item made from plastic or metal. Apparently it belongs to the Past Age. However, it looks quite unworn. Strange...

* * *



Small Power Blocks "Ishima Engineering"

Base Item: small power block.
Weight: 0.2 lb.

Special Properties:
+ Pin (DC 10, 1 round).

* * *

This Small Power Blocks, initially produced by Ishima Engineering for the various models of nail guns, are commonly used by engineers and builders of the United Governments.

SYSTEM VARIABLES (not displayed to player):

Stack: 50
Item Basic Value (PA, NT, SV, ST, RZ, YZ, GZ): 20, 5, 50, 100, 300, 200, 50
Identification Difficulty Challenge: 30
Unidentified Description: This is some kind of strange small solid boxes made from plastic or metal. Apparently it belongs to the Past Age. However, it looks quite unworn. Strange…

* * *

Moreover, I would like to give you several comments about SACPIC game mechanics:

1. Yes. Every item has different cost (in conventional units) depending on which place you’re bartering or trading. E.g. a bottle of water in a United Governments outpost costs nothing, but the same bottle of water in the desert could cost a capital.

2. Yes. The passive use of the Doctor skill for detection and identification of diseases/poisons/infections and other BED is still in progress. We work with several doctors to make it most interesting, realistic and educating, as I’d like it to be. Any affliction will have several stages and several results of every stage. All descriptions and results of them will be realistic. Thus, you can rely on your doctor skill in detecting symptoms, making diagnoses and selecting the treatment. Or you can count on your own real doctor skills. One way or another, with time, I reckon you will learn how to distinguish flu from DOF, dysentery from intoxication, etc.

So, guys, feel free to dig in and comment to polish SACPIC game mechanics into the mechanics of our dream :)
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