Force
Describes how powerfull a living being is. It is earned by experience and by ones deeds. The force itself is neutral.
Experience
Deeds
You can think of it as an achievement system.
A turn-based old school rpg
Attacker | Defender |
---|---|
Agility (+) | |
Armor (-) | |
(-) The ability to evade is reduced when surrounded by enemies |
Flanking: If the defender is surrounded by more than one attacker in the cardinal directions, her evade is reduced by 30% for each additional attacker. Maximum evade penalty is 90%.
Strategy:
Outcome:
Attacker | Defender |
---|---|
Needs shield | |
Costs some stamina, low stamina = malus | |
Can only parry attacks from front |
Strategy:
Outcome:
Attacker | Defender |
---|---|
Dexterity (+) | |
Weapon gives parry bonus | |
Can only parry attacks from front | |
Costs stamina | |
Player can decide if he wants to parry |
Strategy:
Outcome:
Attacker | Defender |
---|---|
Strength (+) | Armor takes damage |
Weapon armor penetration (+) | |
Type of attack (slash/strike/pierce) (+/-) |
Strategy:
Outcome:
Attacker | Defender |
---|---|
Strength (+) | Armor reduces damage |
Outcome:
There will be different means of transportation. Some of them are more or less a commodity for the player where others are critcial to advancing in the world. The different transportation options allow access to areas not reachable otherwise and are an essential item for exploring the game world.
Travelling by foot is possible but rather slow. Water can’t be crossed on foot. Some types of terrain take more time. Some types take a greater toll of your stamina. Roads and bridges provide the easiest travel. More time is needed to pick your way through forests and across glaciers -the treacherous marshes take the most time of all. The drain on your energy ranges from roads up through plains, forests, deserts and glaciers to those treacherous marshes again. Mountains and rivers simply cannot be crossed without other means of transporation. The going is slower after dark, and when your party members are tired. It is impossible when they are exhausted. Transports is also needed to increase carring capacity. They can be stolen though, or if it is an animal die from thirst. Last but not least it is easiert to discover a party if they use a caravan. But it also may be easier to flee an encounter if the party is mounted and the other side on foot.
For every type of transport a parking position exists, player spawns next to this location
If the player is the owner of the transport and uses it she immediatly leaves the settlement using this transport. If not, a pop up dialogue appears which asks if the player wants to steal it.
Transport spawns at the parking position. If the parking position is occupied the player can’t buy this transport.
Transport which the player wants to sell must be in parking position in the settlement. When sold, it disappears.
Message appears which says that transport will be seized by the authorities
Simply enter combat with the party unmounted. Depending on the transport, the combat map depends on the transport (e.g. balloon, galley).
Should a list of bought transports be saved?
There are some teleporters in every imperial settlement: ##LINK## Portal of Defenders of Civilisation (Podoc) Besides that there should not be a way to teleport on the worldmap. For convenience reasons there exists a ##Link Quicktravel option.
“It’s also kind of lame that the Orb works in the middle of combat, enabling instant escape–directly to Lord British’s throne room for healing, if you want–when things get tough. I certainly don’t mind cutting down on travel time, but I think the Avatar should have to visit the stone circles associated with each destination before the Orb will take him there.”