General Category > Game Mechanics
GH2: Core features not yet implemented
Joseph Hewitt:
I've decided to compile a list of the core features I wanted to add to GH2 that haven't yet been implemented. What happened to my old master list? Well... you don't want to know what happened to that notepad. Anyhow, let me know if you have any suggestions, or if I've left out something that I previously claimed would be in the game.
1. Ships, NPC Ships, and spaceship crews
2. A rework of the Mecha Engineering skill
3. Minor reworks of Performance and Robotics
4. Core story quests/Location components
At the moment, "quests" are perminant content added to the adventure and "core story components" are temporary events. I would like to add location-based core story components, so that an event in the PC's core story could add a new dungeon or other scene perminantly to the adventure. Also, such a scene would be able to take advantage of the quest customization routines.
5. Advanced equipment/mecha unlocked by quest/story event
6. Pet/Robot shops
7. Birth/Mutation/Family history talents
8. New mass system
Done.
9. "Bones" files
More like victory files. When the PC finishes the game, a file is saved with a description of his character. This character may be brought back for cameo appearances in future campaigns. I suppose I could do something with the dead PCs as well, but I don't have any good ideas.
Some of the notable NPC mecha pilots may be added to the game as "prefab" bones files. This way, they will be randomly added to the game just like former PCs.
10. Computers and software
Done.
11. Multiple worlds
Really, most of the stuff needed for this is already implemented. I just haven't gotten around to adding any other worlds yet.
12. Death toll
I expect some of the sickos on this message board will be very happy about this one. The game will keep a running total of how many humans die during the PC's adventure. This will include enemy pilots, civilians killed incidentally during combat (say, by destroying buildings) or during plot events (the destruction of a colony spinner should be worth a few million). The death toll will be printed as part of the end-of-game message.
13. Turrets and stationary monsters
14. New map properties
Gravity, Atmosphere, Edge-scroll, and possibly some others. Actually these things are implemented now but I'd like to change the mechanics.
15. Armor for Pets
Pets and robots will no longer be allowed to use regular armor, but there will be special pet armor you can give them instead. Also, they will no longer throw items from their inventory unless they have hands.
16. Locked Content
Certain factions and locations will not be available at character creation until they have been unlocked in the game somehow.
17. Usable Items
Systems that will be activated with a special "Use" command.
Anything I'm forgetting? I think those are the big points.
draconuszero:
6. Pet/Robot shops <--I assume that it'd be lower levelled to mid-ranged bots-pets right? Being able to get a sea dragon or hunter-killer would really destroy balance unless they were extremely expensive.
9. "Bones" files <-- A graveyard with the PC's equipment in the grave is an idea. Steal their equipment, get a push to chaotic alignment. Actually, will there be a mission where an evil and chaotic group bring back old PCs from ther dead through cyberwear or something?
12. Death toll
I expect some of the sickos on this message board will be very happy about this one. The game will keep a running total of how many humans die during the PC's adventure. This will include enemy pilots, civilians killed incidentally during combat (say, by destroying buildings) or during plot events (the destruction of a colony spinner should be worth a few million). The death toll will be printed as part of the end-of-game message. <-- I see you have played IVAN/doom roguelike before.... Both games imho will result in you having lots of bone files with high death counts and rather painful ways to die, especially in the former. In IVAN, I recall being killed via groin-stabbing while falling asleep in a spiderweb by a named enemy.
Only other thin g to add onto the list is background scenery suggested by whoever (I forgot who suggested them at the moment.)
macksting:
Death Toll: He may have actually been making reference to Fallout, which keeps a running kill count. It does not, of course, detail how you killed them; there are numerous creative ways, including using the Steal skill to slip a timed explosive onto the person. (Sadly, doesn't work well on high-level characters; even if you use booze to succeed at the check, the first explosion alerts them to assault, and they tend to have a lot of HP. How many sticks of dynamite should really be required to kill Conan the Barbarian?)
Anticheese:
Quoting: draconuszero
6. Pet/Robot shops <--I assume that it'd be lower levelled to mid-ranged bots-pets right? Being able to get a sea dragon or hunter-killer would really destroy balance unless they were extremely expensive.
In theroy there should be shops that sell Hunter-Killers, I'd like to think that you will only find them in underground pet shops (I.E Underground as in the same way that people dont go around with red neon signs proclaiming "I'm Mafia!")
Quoting: draconuszero
9. "Bones" files <-- A graveyard with the PC's equipment in the grave is an idea. Steal their equipment, get a push to chaotic alignment. Actually, will there be a mission where an evil and chaotic group bring back old PCs from ther dead through cyberwear or something?
Reminds me a bit about Darth Vader..
Anyhow, I cant really see how you can bring someone back from the dead literally, but I can see potential for getting a fresh brain and sticking it in a robot.
Quoting: Joseph Hewitt
10. Computers and software
Interesting, What will they be able to do?
Quoting: Joseph Hewitt
7. Birth/Mutation/Family history talent
I'll be interested to see how this one pans out
Quoting: Joseph Hewitt
12. Death toll
Will this include things like equipment, mecha and robots?
draconuszero:
Quoting: mackstingDeath Toll: He may have actually been making reference to Fallout, which keeps a running kill count. It does not, of course, detail how you killed them; there are numerous creative ways, including using the Steal skill to slip a timed explosive onto the person. (Sadly, doesn't work well on high-level characters; even if you use booze to succeed at the check, the first explosion alerts them to assault, and they tend to have a lot of HP. How many sticks of dynamite should really be required to kill Conan the Barbarian?)
Well, IVAN is a roguelike where you basically do dungeon crawling, with the twist that you can get hit in various body parts which result in stats loss (head damage = loss in in, arms in attack strength, legs = loss of leg strength and if cut off you hopping around and both legs lost resulting in you rolling (heh), and groin = if you lose this part, you get instadeath) as well as the ability to lose limbs (ie seeing you arm get cut off and flying across the screen). It also keeps track of when and how you die and how many enemies you kill. If you are lucky, you'll get a bones file where you get the same level where a prior character dies (the game randomly generates levels unless bones is used) and you face the ghost of your character which is usually near the corpse of your main guy. It also has an alignment system and rather sadistic programmers making and improving it (you'll die rather quickly and painfully unless you really plan out your guy and enemies you face are in proportion to your level but sadly waaaay more dangerous than you).
Quoting: AnticheeseIn theroy there should be shops that sell Hunter-Killers, I'd like to think that you will only find them in underground pet shops (I.E Underground as in the same way that people dont go around with red neon signs proclaiming "I'm Mafia!")
I see your point, but well wouldn't HK series "pets" be wild with the chance of attacking you?
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