Post by RaShayRitto on Sept 28, 2009 21:10:31 GMT -5
just some stuff i jotted down between classes. stat ideas and other things are listed
HP: how much damage one can sustain before incapacitated
DEF: subtracted from attacker's ATT stat to determine damage
ATT: how much damage you deal against a 0 DEF opponent
CP: "command points" used for movement and actions.
SPD: how fast you regenerate CP (how many you regen per turn)
-base SPD is 10, reduced by loadout
-base DEF is 0 for AEC, 10 for Kolovians
-DEF reduced to 75% is back attacked
-all stats rounded down to whole numbers
-max CP is 5
-CP not expended during purely narrative sections
-disabled at 0 HP, death at -10 HP (permanent)
Eqipment degradation: after CP life expires, equipment becomes less reliable. Stat modifier reduced to 50%.
EXAMPLE:
light body armor: DEF-4, CPL-20, Cost-350CRED. So if you are equipped with the "light body armor", it loses integrity after you've expended 20 CP. It now only has a DEF of 2. You can purchase another one for 350 credits
Inventory
Main: main weapon
Alt: alternate weapon/side-arm/device
Arm: armor. we can split this up into multiple pieces if we want more customizable loadouts (head, body, legs, arms)
Loot: sellable loot from enemies
Cred: currency
buy/sell at comm. towers or AEC/Kolovian bases and other "safe areas". This is where you can replace weapons and armor.
measure distances in CP? like "enemy is 10 CP away" and "gun's range is 20 CP". just an idea. It would help us have a standard to know how much CP a character must expend to move a certain ammount.
thats all for the general stuff (for now). Let me know what works and what doesnt. this is all a work in progress still
HP: how much damage one can sustain before incapacitated
DEF: subtracted from attacker's ATT stat to determine damage
ATT: how much damage you deal against a 0 DEF opponent
CP: "command points" used for movement and actions.
SPD: how fast you regenerate CP (how many you regen per turn)
-base SPD is 10, reduced by loadout
-base DEF is 0 for AEC, 10 for Kolovians
-DEF reduced to 75% is back attacked
-all stats rounded down to whole numbers
-max CP is 5
-CP not expended during purely narrative sections
-disabled at 0 HP, death at -10 HP (permanent)
Eqipment degradation: after CP life expires, equipment becomes less reliable. Stat modifier reduced to 50%.
EXAMPLE:
light body armor: DEF-4, CPL-20, Cost-350CRED. So if you are equipped with the "light body armor", it loses integrity after you've expended 20 CP. It now only has a DEF of 2. You can purchase another one for 350 credits
Inventory
Main: main weapon
Alt: alternate weapon/side-arm/device
Arm: armor. we can split this up into multiple pieces if we want more customizable loadouts (head, body, legs, arms)
Loot: sellable loot from enemies
Cred: currency
buy/sell at comm. towers or AEC/Kolovian bases and other "safe areas". This is where you can replace weapons and armor.
measure distances in CP? like "enemy is 10 CP away" and "gun's range is 20 CP". just an idea. It would help us have a standard to know how much CP a character must expend to move a certain ammount.
thats all for the general stuff (for now). Let me know what works and what doesnt. this is all a work in progress still