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The New World Update #21: Grenades & Headgear

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The New World Update #21: Grenades & Headgear

Game News - posted by Infinitron on Tue 21 November 2017, 19:23:26

Tags: Colony Ship RPG; Iron Tower Studios; Vault Dweller

Vault Dweller's latest development update for The New World is titled "Grenades, Gadgets, and Headgear". If that sounds familiar, it's because there was an update called "Gadgets & Grenades" earlier this year which covered much of the same territory. But this one goes into further detail about the game's two types of grenades, adds descriptions of the its selection of protective headgear, and doesn't actually have any details on gadgets at all. It's also got lots of cool art, but there's no room for that here. I'll quote the part about the ship-made grenades, which seems to be the most fleshed out:

There are 3 main tactical elements:
  • Different attacks with pros and cons AoD-style
  • Cover (natural and energy shields) and gadgets
  • Grenades
The first two are self-explanatory, the third one is something new and hopefully exciting, so let's go over the design as we're about to start implementing it.

Ship-made Grenades (cheap and fairly common, many enemies will have several grenades on their belts).

1. Gas Grenade – creates a visible 7x7 poison cloud that hovers over the affected area for 2 turns and does X damage per turn for Y number of turns (once poisoned).

If poison gets through the respirator or mask (i.e. the mask doesn’t block the poison entirely), it causes low damage to physical stats (STR, DEX, CON), which is worse than 2-3 points of damage per turn.

So the gas grenades’ stats are:
- Damage per turn
- Number of turns once poisoned
- Stat damage (damage range is 1-3; 1 is common, 3 is rare).

Defense:
- respirators (half masks), gas masks (full masks), full helmets to reduce poison DR
- implant (synthetic heart with blood purifier) to reduce poison stat damage

2. Flashbang Grenade – instant flash in the middle of a 7x7 area that sets all affected enemies’ PER to 1 (thus lowering THC), reduces their AP by 10 (disoriented), and sets Evasion to 0. All effects last 1 turn, Evasion penalty starts during the player’s turn and ends after the enemy’s turn.

Defense: Combat goggles, full helmets, or implant (bionic eye) to reduce PER and AP loss

3. Smoke Grenade – creates a dense 7x7 cloud that hovers over the affected area for 2 turns. The cloud greatly reduces visibility: if your target is in the cloud or behind the cloud (i.e. there is a smoke cloud between you and your target), your THC is set to 5%, representing zero visibility.

Basically, it affects both parties (if you’re in the cloud, you can’t see anything outside of it either), so it’s best suited for charging melee attackers to generate some cover while they are on the move.

Defense: Goggles, full helmets, or implants (bionic eye with different properties) to increase visibility (thermal vision).

We assume that your THC is THC under perfect conditions. If the visibility is reduced, your THC is reduced with it. So if combat goggles give you visibility of 80% and your THC is 60%, then your adjusted THC is 60*0.8 = 48%

The AI will target your weaknesses, so if your character has high-quality goggles but a cheap gas mask, the AI will use a poison grenade, etc. This way reloading and equipping a better gas mask won’t make a difference because the AI will target a different weakness. Your headgear will be useful not only in combat but also while exploring the ship, so non-combat characters will still have a reason to look for better gear.
Be sure to read the full update on the Iron Tower forums. And wait, there's more! Unlike most games that have just one reputation score or one reputation score per faction, The New World will track your reputation in a variety of activities, including combat, stealth and exploration. In another thread on the forums, Vault Dweller is looking for help with coming up with better descriptors for the game's combat reputation ranks. So help him out while you're there.

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