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Age of Decadence Post-Release Update #2

Viata

Arcane
Joined
Nov 11, 2014
Messages
9,886
Location
Water Play Catarinense
Yes. It's not hard to make your own gun, as long as your gun barrel has the right size for the bullets you are using. There's even a site like this to help those in need:
http://thehomegunsmith.com/gunbarrels.shtml

This is one made in brazil:
pbsmgbrazil2015-improguns.jpg

The lower part/trigger frame is from a paintball marker. Here is this nice 9mm in all its glory:
DaddyLongMag-improguns.jpg
 

ColCol

Arcane
Joined
Jul 12, 2012
Messages
1,731
So, in a world of guns how will melee fare? Will the priority be on energy shields and advance armor? Will power tools require cells?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,035
So, in a world of guns how will melee fare?
The exact mechanics are yet to be determined (which applies not only to melee but all combat aspects), but here are some thoughts:

1) I don't see it as a world of guns and we'll aim for an 'even' distribution of weapons. Good guns are expensive, ammo goes fast when you use SMGs, so we won't have roaming groups of SMG-toting thugs.
2) Whereas in AoD you had to specialize and pick a single skill, in the CSG you'll be encouraged to go with multiple weapon skills. Melee should be a solid backup skill (if not the primary skill).
3) We want to take armor into account, giving melee an edge against certain armor types.

Will the priority be on energy shields and advance armor?
Sort of. Combat/riot armor and shield generators. You should be able to equip both at the same time.

Will power tools require cells?
A single cell to activate.
 

StrongBelwas

Savant
Patron
Joined
Aug 1, 2015
Messages
501
I know it is almost certainly too early in development to know for sure about this, but have you given any thought on what kind of party size we expect from the colony ship RPG? Full player control, AI control, or some hybrid?
 
Last edited:

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Vault Dweller Can the distribution of guns throughout the world for once be made sensible and internally consistent? If good guns are expensive, the player should expect to get their hands on no more than a few over the course of a game, it should be tough to find a 'good gun' for each party member, and NPCs should also reflect this scarcity - e.g. by having quests where someone is trying to get a good gun and that itself changes the power dynamics in their struggle, a gang where the leader's rare gun is not just symbolic but practically gives him an edge. Maybe quest solutions where you stealthily sabotage a group's ammo supply, and in the ensuing fight you see everyone shoot a few times then switch to melee. Maybe an area where guns are extremely scarce and you toting one around attracts negative attention and even thievery. And so on.

It would be nice if even for the player, you have to think carefully about which party members are going to rely on guns, and to be forced to have a backup plan.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,035
I know it is almost certainly too early in development to know for sure about this, but have you given any thought on what kind of party size we expect from the colony ship RPG? Full player control, AI control, or some hybrid?
Full player control, 1 follower at CHA4, 2 at 5, 3 at 7, 4 at 9, so the party size range is 2-5. We'll test this system in the dungeon crawler first and gather some feedback.

Vault Dweller Can the distribution of guns throughout the world for once be made sensible and internally consistent?
That's the goal.

If good guns are expensive, the player should expect to get their hands on no more than a few over the course of a game, it should be tough to find a 'good gun' for each party member, and NPCs should also reflect this scarcity - e.g. by having quests where someone is trying to get a good gun and that itself changes the power dynamics in their struggle, a gang where the leader's rare gun is not just symbolic but practically gives him an edge.
Pretty much. The way I see it, melee weapons and cheap firearms are common, good firearms are somewhat rare, energy weapons in mint condition are extremely rare.
 
Joined
Aug 10, 2012
Messages
5,894
Corrupt police/military/supply from narcosympathizing neighbours aka Venezuela/Colombia. FARC which has close ties to Brazilian organized crime (and the Government, in fact).

It's not really a mystery at all.
 

Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,524
Location
casting coach
Brazil doesn't have a big enough welfare state so shit like that is expected from disgruntled disillusioned citizens.
 

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