Showing posts with label EMPIRE. Show all posts
Showing posts with label EMPIRE. Show all posts

February 5, 2013

Non-narrative game mechanics

I knew this would happen eventually. I finally get to shut up about story structure! =D

Well, kinda. I'm going to be laying out the stats for: Anti-acid, defib shockers, bandages, and ammunition. The narrative purpose behind these is that the players "absorb the power," so to speak, of their enemies. In short, use the enemy's stuff so you can survive longer. That's it. Done.

-Ammunition

There are 3 different kinds of ammunition: Pistol, rifle/machine gun, big rifle. So, 4 different magazines. A friend once brought up the idea of magazines having weight, instead of doing it video-game style. I like this idea, as it puts more of a focus on strategy and logistics. So, here's what I'm thinking:

  • Pistol and BR magazine: 1 pound
  • AR magazine: 2 pounds
  • MG magazine: 4 pounds
  • Grenade: 3 pounds
  • 10 rounds pistol ammo (1 mag): 1 pound
  • 6 rounds BR ammo (1 mag): 2 pounds
  • 30 rounds AR ammo (1 mag AR, 1/4 mag MG): 3 pounds
The players can carry as much ammo as they want outside of their magazines. But, if their mags run out during combat, they have to choose between using a different weapon, and spending a lot of time loading.

Speaking of ammo: The stuff for the AR and MG, the medium-sized ones, are acidic. Every hit gives the target a "burn marker." I'll probably just put the number on a die, and raise it each time they're hit. On their turn, the target takes that number of acidic damage.

-Anti acid

Because dying by acid sucks. Each anti-acid is 1 pound. Players will roll on this table:

Anti-Acid, Medicine Check:
-1: No acid removed
2-6: 1 acid removed
7: 2 acid removed
8: 3 acid removed

Anti-acid is a lot less common than bullets, so I figured I'd give it a boosty. We'll see how this ratio works during the alpha test.

-Bandage

The old, trusty health potion. The Medicine check on this, and the Anti-acid, is going to help players who put themselves into a "medic" role, not a bad option.

Bandage:
Medicine Check + 2 HP to target, maximum 10 HP restored. Weighs 1 pound.

~

The logistics are meant to be another conflict scenario. Players choose between water, bullets, and meds. Not to mention weapons and armor, the two heaviest things. But, they only need one of those.

December 24, 2012

Even more Hellhammer

I think I've got it figured out. The giant robot idea is cool, but a little out of place. Suddenly, introduce an EMPIRE official with sentience, independence, and a large weapon he's been hiding in the basement? Seems a little far-fetched, even for PS.

I always thought boss levels were the manifestation of the "mood" of the enemy, or area. Bowser is an extension of his castles, Tartarus from Halo 2 was the pinnacle of the Covenant's folly and blind acceptance of the Great Journey, etc.

The Boss level in the Digsite (Not Hellhammer any more, that's just a little bit too heavy metal) is the area itself. The players have two objectives:

-Stop the acoustic repellent (so the Drahn don't go berserk)
-Hack the artillery gun to blast the glass crater

The "boss" of the area is the entire bunker filling up with sand. In an earlier post, the one with the map of the Dig site, I mentioned that if the crater is destroyed, osmosis would flood the entire facility with sand. This is exactly what I was talking about- except, the players will start stranded at the bottom of the bunker.

If any of them think of it, I'll allow them to put the artillery gun on a countdown. But, the "vanilla" ending is so much more interesting.

I'll need to draw up maps before I can go into any details. But still, a much more fitting end to the campaign, instead of slugging it out with a giant robot.

Still burning.

December 2, 2012

Armor, stats, and predetermination

Been a while.

Ultimately, there are three kinds of armor in PS:
  • Light Armor: The standard-issue EMPIRE gear. Conveniently fits humans. I expect most players will be wearing this. Good protection, almost guaranteed to stop pistol shots. Little loss to Sneak.
  • Heavy Armor: ... Duh. It's heavy. Good protection against most things. Big hit to Sneak, and possibly Sleight of Hand. But, honestly, there's not going to be many Sleight checks in here.
  • No Armor: The lightest, stealthiest, most vulnerable armor possible. Definitely for rogue-type characters who want to get their Sam Fisher on. I'm thinking of dropping the EMPIRE troops' observation skills to make this more appealing. But, that said, the last thing I want is five people in pajamas assassinating their way across the sands of OHS-817, despite how funny it is to think about.
Stealth will be useful in the tunnels under the catch pad, as well as Hellhammer fight (which I'm having serious thoughts about changing).

Considering the variable number of players in this- and any- campaign, the stats for EMPIRE will be modified with this algorithm:

Number of players = X

1D6 + 7 - X = base

Base + 0 = patrols
Base + 1 = bunker population
Base + 2 = Hellhammer population

The basic idea behind this was that as they destroy bunkers, each one will be progressively harder. The grunts on patrol will have absolutely no idea what they're about to be hit with. The people in bunkers will have a slightly higher warning, and anyone in Hellhammer is just hardcore. The players will get XP after their desert wanderings, as well as clearing a bunker, so it only seems fair.

With that math, a single player (starting at 210 XP or so) will be fighting D6+8 grunts in the last bunker. Holy crap. That would be a fight to enjoy.

Finally, I've been thinking about the mentor-figure they start the campaign with, on board the Brahma. He is going to die. No matter what is attempted, or decided, he will not survive the crash on the surface. He is pre-determined, in a way. For dramatic effect, I'll even roll a die after the players decide whose capsule is going into the rift.

Colin Porter, Ph.D.

The first hour of gameplay is going to be character creation, building atmosphere, and endearing Dr. Porter as hard as I can. The campaign doesn't truly begin until he dies, which I hope will be a really heart-wrenching moment.

I'm going to make a character sheet for Colin. It's a good example for the players, and it makes them think he'll be joining them on the surface. Most of his skills are going to be Speech and Education. It's a dump stat in Project Sunburn. I'll make sure the players know that "he's got it covered." I really hope my micro-expressions don't give it away. I'd also feel really bad if a player actually tried to play that angle.

If any of my players eventually start reading this... I'm sorry. I'm so, so, sorry.

October 15, 2012

EMPIRE Bunkers

With the total map complete, I'm ready to move on to specific places. I've been thinking it takes the players from south to north, and the narrative moves with them- think Sonny.

My plan is as follows. Remember there will be random encounters (patrols, wild animals, or Drahn) between all of them.
  • Crash-landing
  • Dead EMPIRE patrol
  • Drahn ambush
  • Water treatment plant
  • Burning Wheel
  • Second bunker- "receiving." It's a giant catch-pad for orbital drops.
  • Drahn caves
  • Hellhammer site
  • Burning Wheel
There will be no reason to head back (except at the end), but the players can if they choose to.

Also had a thought on water- the Drahn can dig under the sand and suck it out of the roots of plants. But they'd like something in exchange for all their hard work. Like a gun.

Speaking of which, I need to reduce the weight on most of the gear. And find the formula for carry weight...

Each EMPIRE base should have its own "moment." In order of appearance:
  • Fight inside a fresh-water tank
  • Dark maintenance tunnels
  • Hellhammer
I think I've got the nuts to pull this off. Maybe even in 30 days or less. I'll be thinking today.

October 4, 2012

EMPIRE

Their motivation is simple: Find the artifact the Drahn keep talking about, extract it, then establish a more permanent foothold "for mining operations."

They've established ~four outposts, in addition to the Hellhammer site. Not sure how far the players can attack into these, but any caravan or patrol is fair game.

To be a dick to the players, the EMPIRE troopers drink salt water. Yuck! The players will need a De-salinator to make it drinkable. But at least they carry water.

They also carry guns. Nasty guns. I'm thinking:
  • Assault rifle (ammunition is acidic- feel the burn!)
  • Marksman rifle (Larger rounds with more penetrating power- fewer in magazine)
  • Pistol (because everybody needs a pistol. Something stealthy. Like a poison gun? That's cool.)
  • Grenade Launcher (either incendiary, chemical, or fragmentation)
  • Heavy machine gun (fires assault rifle ammunition at crazy high-speeds)
  • Cool combat knife (heavier and more armor piercing than Drahn weapons)
 Every time a player loots a weapon, they roll on this table:

Um... Blogger doesn't do tables.

The weapons will be in better or worse condition. Worse ones are more common than better ones, as dictated by a D20 roll.
  • Uniquely Terrible (1-2)
  • Cursed (2-4)
  • Unlucky (5-6)
  • Average (7-17)
  • Improved (18)
  • Optimized (19)
  • Blessed (20)
I'll throw up a new page on EE.

EMPIRE armor is meant to work against their own weapons- it has a chemical protection as well as kinetic and concussive.

As for vehicles, I was thinking hovercraft or something similar. Those are pretty cool.

Though, realistically, a hovercraft would be really crappy in a desert, filled with lots of dunes. It'll most likely be a tank-treaded thing. Like a large sledge. I'll figure it out.