Whalenought_Joe
Whalenought Studios
Thanks guys!
Conceptually it hasn’t really changed from the original KS concept, recovery and actions times are just shorter so you can react more effectively to changes during combat. That’s been a lot more fun than planning longer phases, they leave you less room for options. It definitely plays snappier as result, much more fun.
So while the combat bar we were originally using represented a variable amount of time, and the ticks rather represent finite chunks of “time”. Visually it’s more accurate for at-a-glance comparisons between characters.
We’ll be doing that next update, we just wanted to get something out about the schedule and new alpha stuff. It's still essentially like the Grandia system, just adapted to work better in a more intricate grid to fight in.
We should probably come up with a term for the system since it doesn’t really resemble other systems, we haven’t put much thought into it since the KS last year. Step-by-step turn based. Individual phase based. Perpetual simultaneous phase based. I don’t know, just going with turn based for now.
Recovery + Action times in a turn vary based on character Virtues associated with the action and any ailments received. Putting points into the Aptitude score for weapons/items just increases the number you roll under to aim or use them effectively, which limits what a player can control beyond trying not to get shot. Ailment changes per body part are straight forward, arm damage might add to recovery after an attack, and/or action time if it’s a melee attack, head damage might add more ticks to aim, leg damage might mean longer recovery after moving or even maiming a character to limit movement actions like crawling and jumping. On the list of things to get in is a hover over an action to get a preview of the ticks it’ll take to perform.
Conceptually it hasn’t really changed from the original KS concept, recovery and actions times are just shorter so you can react more effectively to changes during combat. That’s been a lot more fun than planning longer phases, they leave you less room for options. It definitely plays snappier as result, much more fun.
So while the combat bar we were originally using represented a variable amount of time, and the ticks rather represent finite chunks of “time”. Visually it’s more accurate for at-a-glance comparisons between characters.
They should make a video update and explain the system while playing. I'm still interpreting all of this that it isn't very far off from how Grandia works, even if it's not the same thing.
We’ll be doing that next update, we just wanted to get something out about the schedule and new alpha stuff. It's still essentially like the Grandia system, just adapted to work better in a more intricate grid to fight in.
We should probably come up with a term for the system since it doesn’t really resemble other systems, we haven’t put much thought into it since the KS last year. Step-by-step turn based. Individual phase based. Perpetual simultaneous phase based. I don’t know, just going with turn based for now.
Only thing I don't know is if you can influence how fast your character does these actions or is this always same time for action and same time for recovery.
Recovery + Action times in a turn vary based on character Virtues associated with the action and any ailments received. Putting points into the Aptitude score for weapons/items just increases the number you roll under to aim or use them effectively, which limits what a player can control beyond trying not to get shot. Ailment changes per body part are straight forward, arm damage might add to recovery after an attack, and/or action time if it’s a melee attack, head damage might add more ticks to aim, leg damage might mean longer recovery after moving or even maiming a character to limit movement actions like crawling and jumping. On the list of things to get in is a hover over an action to get a preview of the ticks it’ll take to perform.