[HEADING=1] Second Part of Mockup - Combat Mainly [/HEADING]
[HEADING=2]Continuation From:[/HEADING] http://www.escapistmagazine.com/forums/read/9.162130?page=2#4162418
Jake (Hard Case / TL): Ok so essentially the house belonged to some old family the last descendant happened to be some loner by the name Ezikiel Corbin. Says here that he passed away about twenty years ago after coming down with what seems to be a case of Influenza. Was buried in the Town Cemetery in the Family Crypt. Figures. I smell "Undead Cultist".
Phil (Doctor): Only one way to find out. We can either head to the Cemetery or the Manor. Maybe take a look at where the livestock got attacked to get an idea what we are up against?
[At this point, the scenario effectively provides three lines of inquiry, each may or may not produce results, but also each will take up valuable time in pursuing the completion of the Investigation. If players expend time hunting down every lead, they may be rewarded in terms of experience loot etc, and they may even make the final end-game scenario easier, but then they will also be facing a greater challenge as the Meter stills filling up]
Jake looks warily at the meter. Decides that there is enough time.
Jake (Hard Case / TL): Ok lets risk it. We check out the Cemetery first, and if there is enough time, we head on over to the Farmyard and do an autopsy on the livestock.
Tom (Sapper) : Sounds like a plan.
The Agents make their way to the Cemetery. Entering the gates, they locate the Crypt. It seems to be padlocked and undisturbed.
Harry (Sneak): Want me to lockpick it? It should come off pretty easily.
Jake: Go for it.
Harry interacts with the Lock, and succeeds on his first attempt. His lockpicking skill goes on a 10 second cooldown.
Jake (Hardcase / TL): Man its dark in there. OK will I take point. Torches everyone.
Jake already has his torch equipped in his off hand, and a Pistol in his main hand. The Entrance and the passageway leading down can only allow for a Single file, so Jake is all by his lonesome out front.
[ Environmental Lighting will play an important part in the game. Restricting visibility and making things more difficult to spot. The dual hand mechanic is important, as it forces players to think about on what they will have equipped. Finally, Collision detection is always active. Players cannot "pass through" other players or spawns, and vice versa, so this means it will be important to think about such matters as formations, bottlenecks, barricading etc.]
The Agents make their way down into the main Chamber. It consists of a 20x20 foot room, with six alcoves in each of the three walls containing coffins - all them seem to have been torn open, except for one coffin that is still in one piece.
Tom (Sapper): This looks dangerous. Jake. You go first.
Jake (Hard Case / TL): Hur hur hur. Ok why not. Just be ready to run in case the shit hits the fan.
Alex(Merlin): You don't have to tell me twice.
Jake interacts with the Coffin, pushing open the lid. A dessicated corpse lies within.
Jake: Phil you want to take a look at it?
Phil: Yeah, on it.
Phil interacts with his corpse uses his Medical skill to conduct an on the spot autopsy, this goes on a two minute cooldown. Details about the corpse gets added to everyone's journal - any critical information is automatically shared.
Phil: Ok so seems to be natural causes after all. Atleast that's what I found.
[Some challenges may need multiple successes in order to develop a full picture. Given the fact that they are working in low light conditions and without the proper facilities, it may take more than one success to ferret out all possible details.]
Jake: Ok, this seems like a waste of time. Lets move on.
Harry: Atleast we can scratch one suspect off the list. Heh heh.
Alex: I say we just head on over to the manor, while we are still in the Green. (Referring to the meter)
Phil: Sounds fine by me.
Tom is located a little further off than the other. An automatic behind the screen Listen roll is initiated. The roll succeeds, and the log prompts Tom that he heard a noise of stone against stone.
Tom: Oh Crap! I think we got trouble!
Jake: Heads up! Switch stance people!
Phil: Anyone see anything?
Something darts out from the corner, Harry is attacked by what seems to be a humanoid figure.
[A QUICK LOOK AT COMBAT: I envision that players need to swtch between Standard stances (Which allows them to investigate, speak to NPCs with weapons holstered etc) and Combat Stance, which essentially locks the mouse and camera to the target reticule, (Think Mass Effect, or the standard FPS mode).
Players must manually engage the target, skills determine the spread of the shot, total damage done, critical chance. etc.
Melee works in the same fashion, but blocking is automatic and skill based.
Melee is a bit more forgiving for players than monsters, because of depth perception issues. Armor decreases damage, but does not avert it. Agile Agents get a dodge chance to melee as well, and move faster than other agents.
Friendly fire is possible, so players have to be careful where they shoot.
Flanking and facing do matter, with agents gaining bonuses to damage and spread.
ALTERNATIVE COMBAT SYSTEM: A possible alternative is a hybrid turn based system, a la Final Fantasy, there are move, attack and misc phases, but each are on timers, with players having to decide quickly what they want to do. This is a somewhat more strategic option, but in which case the whole FPS / OTS Third person system would have to be revised.]
Since no one has seen this creature before, everyone undergoes a Sanity check. Alex who has pretty poor sanity levels to begin with fails and freezes up.
[Freezing up is a possible effect of failing a sanity role this is potrayed to the player firstly as a debuff icon with a timer, and also loss of all control over the Agent - All hotkeys and Icons are greyed out.]
Jake fires his pistol, but misses, Tom and Phil move in to assist Harry in Melee, but Harry is struck by the creature's claws. Unfortunately it does a lot of damage. Harry tries to move away in order to get a clear shot but is cornered so he cant get out of melee range, Tom and Phil move in and start hitting the creature, gaining flanking bonuses to damage - and since the creature is facing away from them, has no block or dodge chance. Jake unfortunately cannot get a clean shot anymore because Tom and Phil are now in the way.
[Positioning really matters, since not only does it effect the chance to block, but since there is collision detection, any fight in close quarters becomes pretty intense and deadly]
The creature takes one more swing at Harry. Unfortunately it also scores a hit, this one reduces Harry's hit points to zero. A 60 second timer begins, in which someone must stabilize him or else he dies. Phil and Tom manage to score hard hits on the creature, killing it.
Harry: Hurry up and stabilize me! Clock is ticking!
Phil: I am on it!
Phil interacts with Harry's body. Using his medical skill and his surgical kit that provides an additional bonus, Phil Stabilizes Harry, but has yet to resuscitate. Phil decides to go ahead and use one set of of medical supplies to try and get Harry back to 25% of his HP. Unfortunately this fails, and Harry while stable is still unconscious.
Phil: Damn! We will have to take him to the infirmary. Ok who is going to carry him? I dont think Its going to be me, since my Fatigue levels are pretty poor.
Jake: I will take him. Lets get to the Infirmary fast.
Jake interacts with Harry's body and Picks him up. At this point he cannot actually commit any other actions other than moving without first dropping Harry's body down first.
[If such a concept is possible to code in, Players can collaborate on certain tasks but with diminishing returns. A generic "assist" command would be available, which basically adds the assisting player's attribute to the assisted Player, and thereby share some of the burden. This would work in everything from moving furniture and carry heavy items like bodies, to conducting research. - I dont think animations would be possible, so Assisted players gain a "Buff" icon when they are being assisted.]
The Team heads over to the Infirmary and Jake drops Phil on the Medical bed. As Team leader, Jake can authorize the NPC Doctor to heal Phil to 25%, 50% or 75%. Each amount takes longer, with the last 25% only gained back by rest. However this means they will loose even more time.
[Team leaders are the only players that can fast forward the clock. This is because it wont be possible to give the responsibility to every player, since most would be doing other things. Fast forwarding to a later time may be necessary in some circumstances, but the added benefit is that any cooldowns are also completed depending on how much time is left. This also means once new agents in Transit are called in, the team leader can actually fast-forward to the point when they have arrived]
Jake: Ok guys, so what do we do? We heal him to 25% and we still stay in the green but just barely, but he aint going to be much use to us. I say we heal him to 50% and take the time hit, and deal with whatever goes down. Agreed?
The Team concurs, Jake interacts with the doctor, and ingame, it get dark to stimulate the passage of time. More importantly, the meter is now at yellow level...