Monday, November 17, 2008

[Blood and Dust] 1

IntoPsycho Experience
PsychoSomatic Combat system
Custom Event Flow
Primary Deadline and Critical Failure

Life shown: [+++++++++++] brackets out to show max.
Ammo shown [*************]
Life fills up with = from Armor Absorb. If = > + then knockout.
] decrements with permanent wounds

Bullets are fired in one of five angles: straight, offset 15 degrees, offset 30 degrees
Option Move = Center Aim ON/OFF
Option Aim = Center Aim ON Always
Fire: Fire bullet at angle in direction
Left/Right: Adjust aim between five angles
Aim: Increase AimMod, Aim goes up with Inverse Difficulty + WeaponSkill

Bullets have hitboxes front, front-left, front-right.
Front-left and front-right hitboxes have MissChances of 80 - AimMod
If the Bullet has outtraveled its Range its front hitbox has a MissChance of 80 - AimMod and its front-left, front-right hitboxes have a MissChance of 90 and front hitbox has a MissChance of 80 - AimMod.

Range = WeaponSkill + AimMod
AimMod set to 0 whenever you move.
Each weapon has its own maximum AimMod, WeaponSkill, MinimumRange.

Bullets Range = MinimumRange + AimMod + WeaponSkill.
On fire AimMod loses Recoil value.

Aiming for 30: Range = MinRange 20 + AimMod 30 + WeaponSkill 10 = 60
Range = 60
Within Range, Side MissChance = 80 - 30 = 50
Front MissChance = 0 up to 60 Range.
After 60, SideMissChance = 90
Front MissChance = 80 - AimMod = 50

Before MissChance and CoverChance,
AutoHitChance = AimMod
Before MissChance,
CoverChance: Cover absorbs
After Hit,
ArmorChance: Armor absorbs,
Life absorbs =
With ArmorChance failing,
Life - Firepower in +

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