UPDATED! 23rd Jan - Call of Cthulhu MMORPG: A Design Proposal

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Keyser_Soze

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[HEADING=2]OK guys, Eyeballs falling out of sockets, will post rest when after I get some sleep.

Thanks for all the feedback and feel free to criticise.

Oh and lets leave the whole - MMO VS Single player thing out for now, we can deal with that after we are done with the mechanics.[/HEADING]
 

Clik

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Alright, I like this a lot. Coupla questions though.

Firstly, Friends, I'd much rather play through an investigation with a bunch of my friends than with random strangers X, Y, Z, John Doe and Mysterio, so would a friends system be integrated? I'm unfamiliar with WoW at all.

Secondly, Setting, What year and what countr(y/ies) would you envision this? I'd say Great Depression Worldwide, but that's just my opinion.
 

Nils

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I'd think it's a given that it should be set in early 20th century, which would go a lot toward the art design and creepiness.
 

Keyser_Soze

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Clik said:
Alright, I like this a lot. Coupla questions though.

Firstly, Friends, I'd much rather play through an investigation with a bunch of my friends than with random strangers X, Y, Z, John Doe and Mysterio, so would a friends system be integrated? I'm unfamiliar with WoW at all.

Secondly, Setting, What year and what countr(y/ies) would you envision this? I'd say Great Depression Worldwide, but that's just my opinion.
Oh Yes, I mean most games have integrated Buddies lists and so forth, so that is basically a given.

Secondly principally PnP CoC is based circa 1920s, and does carry into the Great Depression, so I am thinking 1933 or so, centered around New England.

Currently working on the remainder of the mockup, including a look and feel of the UI:



Its a Work In Progress look for a more detailed overview and the rest of the Mock up Walthrough soon.
 

Clik

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Keyser_Soze said:
Its a Work In Progress look for a more detailed overview and the rest of the Mock up Walthrough soon.
That's a pretty cool idea, I envisioned something like this:
(sorry for the Goldeneye render, I wanted it quickly)


On a side note, I found it incredibly difficult to figure out how to post this image, can someone direct me to a guide for these forums?
 

Keyser_Soze

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Clik said:
Keyser_Soze said:
Its a Work In Progress look for a more detailed overview and the rest of the Mock up Walthrough soon.
That's a pretty cool idea, I envisioned something like this:
(sorry for the Goldeneye render, I wanted it quickly)

On a side note, I found it incredibly difficult to figure out how to post this image, can someone direct me to a guide for these forums?
Well actually the idea was to give the option of a first and third person / over the shoulder perspective.

About dealing with clue detection etc, Spot rolls are essentially "always active" checks that will only prompt you if the roll is successful, which will then pop up in the log on the bottom right hand, the object in the world will also "flash to indicate relevance, I really hate pixel hunts, so this IMO takes into account skills and player perseverance.

I dont think there is a forum which details how to post images etc, but its a standard php forum, so tages like "" works
 

Clik

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Keyser_Soze said:
Well actually the idea was to give the option of a first and third person / over the shoulder perspective.
That's cool. I've always found that first person perspectives are more immersive though, in terms of sheer terror. Maybe just for combat encounters?

Keyser_Soze said:
About dealing with clue detection etc, Spot rolls are essentially "always active" checks that will only prompt you if the roll is successful, which will then pop up in the log on the bottom right hand, the object in the world will also "flash to indicate relevance, I really hate pixel hunts, so this IMO takes into account skills and player perseverance.
That's pretty cool, but wouldn't it also be good to have a kind of "Closer look" system, so the spot check shows a weird marking on the wall, but it takes closer inspection and/or knowledge about Elder Signs to figure out it is that.

Keyser_Soze said:
I dont think there is a forum which details how to post images etc, but its a standard php forum
Thank you.
 

Keyser_Soze

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Clik said:
That's cool. I've always found that first person perspectives are more immersive though, in terms of sheer terror. Maybe just for combat encounters?
Well I was thinking to leave it up to the player - single key bind to shift between the two, since I know some people dont like First Person perspectives because it makes them feel nauseous or gives them a headache.

That's pretty cool, but wouldn't it also be good to have a kind of "Closer look" system, so the spot check shows a weird marking on the wall, but it takes closer inspection and/or knowledge about Elder Signs to figure out it is that.
Oh yes, a spot check merely points out that there is something there, it really does not transmit any further information. For example:

The Agent enters a room in an abandoned building. Taking into consideration his spot skill, the difficulty of the concealed clue in question - maybe even whether he is shining a torch on the area or not, the roll takes place behind the scenes (i.e if it is a failure, the player is not informed) and if a success - it pops up in the Log, with a very brief description.

In this case lets say he enters the room, and the spot check succeeds and the log tells him that he notices some strange scratches behind the book shelf in the room. So he pushes the shelf out of the way[footnote]all furniture is interactive - players can search, push, pull, hide within, use them to barricade entrances etc etc[/footnote] and discovers the scratches are actually part of a larger carved out design. He can then actively examine them, and if he succeeds his Mythos lore, he can decipher them, if not he will have to get someone else to do the job.
 

Clik

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Keyser_Soze said:
Well I was thinking to leave it up to the player - single key bind to shift between the two, since I know some people dont like First Person perspectives because it makes them feel nauseous or gives them a headache.
Good good, I've been playing Creed lately and I just realised how immersive 3rd person can be.

In this case lets say he enters the room, and the spot check succeeds and the log tells him that he notices some strange scratches behind the book shelf in the room. So he pushes the shelf out of the way and discovers the scratches are actually part of a larger carved out design. He can then actively examine them, and if he succeeds his Mythos lore, he can decipher them, if not he will have to get someone else to do the job.
This is excellent.

all furniture is interactive - players can search, push, pull, hide within, use them to barricade entrances etc etc
This is absolutely Awesome. If you can get the freedom of tabletop roleplay in the enveloping nature of computer games then you have won the universe.
 

Keyser_Soze

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[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...
 

nerezza23

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Personally I think this game would be better as a single player console game, maybe like a cross between condemned, dragon age, and silent hill.
 

Keyser_Soze

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nerezza23 said:
Personally I think this game would be better as a single player console game, maybe like a cross between condemned, dragon age, and silent hill.
Maybe. I really havent decided. Even if it is Single player, I think a multiplayer co-op is possible, or a x-box community affair, where you basically load up a scenario and run it.
 

Clik

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Keyser_Soze said:
[HEADING=1] Second Part of Mockup - Combat Mainly [/HEADING]
Hastily Abridged Awesome Mock-up[/I]
One by One it is then.

[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]
Multiple lines of inquiry also leads to the wish to split up, would this be manageable?

Jake looks warily at the meter. Decides that there is enough time.
So Jake takes the role of Team Leader?
Is this role assigned by game or just kind of a mutual player decision? In addition, if it is game-assigned or recognised by the game (kind of like Battlefield Squad Leaders] does the Team Leader get any kind of extra abilities or similar?

[ 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.]
Good, you've given me yet more evidence you aren't an idiot. This is a fascinating system that I would love to use and would work well with the Card idea from Arkham Horror (If you haven't played it, PLAY IT NOW!) It's an excellent Lovecraftian board game, and the way it deals with equipment works very well.

Bottlenecks: I'm reminded of a recent scenario where me and some friends were playing The Savage World Of Solomon Kane and messed up party order, we almost lost the mage, it was terrifying. Play on this alot.

[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.]
Multiple successes is a bother, unless conditions change in a situation.

[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).
Very Nice, this is what I was envisaging for the fighting myself.

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.
Also Perfect. You could calculate using something similar to Borderlands, or Fallout.

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.
EDIT: Melee is a bit LESS forgiving for players


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.]
I thought about this for a while, and really it wouldn't work scarily enough.

[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.]
Bugger the debuff icon, go with a total screen grey out or visions of something terrifying. Arachnophobia? Spiders crawling everywhere, Necrophobia? Zombies rising and lunging towards the screen.
Scary stuff!

[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.]
Easy to code in, and easy to animate too, I'd have it so if I'm lugging a body and someone assists me, they grab the feet of the body, if I'm moving a shelf and someone assists me, they come and tug at the shelf. It's been done in the past by other games, it should be possible and would definitely add to the immersion.
 

justcallmeslow

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This is some absolutely incredible stuff indeed! I'd definitely play this game if it was made.

I agree with the point that multiple success requirements wouldn't be a good thing.

I'd also like to know about the group splitting up to tackle separate leads. It would obviously have benefits in terms of ability to investigate more effectively, but it should come at a cost. Perhaps insanity takes more of a beating if you're in a smaller group/on your own. I think an icon would detract from it, make it a hidden effect. As you discussed, communication would be limited/zero between distant people. Maybe allow walkie-talkies to be equipped like torches? It'd allow better coordination over distance but come at a cost. People would need to set up a system to check in after certain intervals or something.


Could you also be more specific about the benefits of leveling up your agency? Access to a better caliber of investigators is all well and good. But what else would you gain?
 

Clik

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Keyser_Soze said:
nerezza23 said:
Personally I think this game would be better as a single player console game, maybe like a cross between condemned, dragon age, and silent hill.
Maybe. I really havent decided. Even if it is Single player, I think a multiplayer co-op is possible, or a x-box community affair, where you basically load up a scenario and run it.
Make sure, absolutely sure, that it comes out on PS3 if it gets released.
 

Clik

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justcallmeslow said:
As you discussed, communication would be limited/zero between distant people. Maybe allow walkie-talkies to be equipped like torches? It'd allow better coordination over distance but come at a cost. People would need to set up a system to check in after certain intervals or something.
In regards to distance communication, there is, of course, yelling... who knows what that might disturb though...
I think the walkie talkies are a brilliant idea.

Keyser_Soze said:
[HEADING=1]
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.
As well as the log notifying him, I'd hope that there's an actual creepy stoney scrapey noise that happens, as audible as the sound really would be. If he fails, then nothing at all.

In fact, you could do away with the log notification and just have every sound in the game mean something.
 

Keyser_Soze

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Clik said:
Multiple lines of inquiry also leads to the wish to split up, would this be manageable?
I should think so, after all it would add to the whole concept of Isolation and further increase the dread factor. More importantly decisions have to be made - stick together (safety in numbers) or split up (cover more ground faster)

So Jake takes the role of Team Leader?
Is this role assigned by game or just kind of a mutual player decision? In addition, if it is game-assigned or recognised by the game (kind of like Battlefield Squad Leaders] does the Team Leader get any kind of extra abilities or similar?
Who ever forms the teams i.e invites others, is the Team leader. The leadership can be easily passed on focourse, so thats notmuch of an issue. Where Team Leader really comes in is in time management. Only the TL has the authority to speed up zone time should certain events only occur later on in the day, or in the case of Healing, wait for the amount of time to pass.

This concept is not new. Dungeons and Dragons Online does the same thing, though it only has to do with rest periods. There are specific rooms in DDO where you can rest and heal up, and once everyone is assembled in the room, the TL clicks on a particular glyph and eight hours pass.(the usual time for learning spells, healing etc)

Good, you've given me yet more evidence you aren't an idiot. This is a fascinating system that I would love to use and would work well with the Card idea from Arkham Horror (If you haven't played it, PLAY IT NOW!) It's an excellent Lovecraftian board game, and the way it deals with equipment works very well.
Oh I know Arkham Horror, but never got the chance actually. Will look into it more. =)

Bottlenecks: I'm reminded of a recent scenario where me and some friends were playing The Savage World Of Solomon Kane and messed up party order, we almost lost the mage, it was terrifying. Play on this alot.
Oh my favourite tactic. Try getting your players out on a narrow ledge over looking bottomless pit while a Grey Ooze slowly edges towards em...

Multiple successes is a bother, unless conditions change in a situation.
I am not too happy about the idea myself, but the way I see it , some activities must take time, and the more hasty you are the worse the results should be. I think whenever there is an activity that requires more than one success - or maybe a large margin of success, the encounter will prompt you as to the requirements so that you dont continuosly waste time on it.

[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).
Very Nice, this is what I was envisaging for the fighting myself.

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.

Also Perfect. You could calculate using something similar to Borderlands, or Fallout.
Thanks, any ideas on improving it would be useful though. I was thinking Fallout vats, but that really is a game breaker IMO.


Bugger the debuff icon, go with a total screen grey out or visions of something terrifying. Arachnophobia? Spiders crawling everywhere, Necrophobia? Zombies rising and lunging towards the screen.
Scary stuff!
Sounds good, lets hope we dont actually cause any heart attacks for people with REAL phobias

Easy to code in, and easy to animate too, I'd have it so if I'm lugging a body and someone assists me, they grab the feet of the body, if I'm moving a shelf and someone assists me, they come and tug at the shelf. It's been done in the past by other games, it should be possible and would definitely add to the immersion.
That would be awesome yes. =)

Thanks for the feedback, look for the rest of the Mockup by tommorow, include the UI layout etc.

Work unfortunately is somewhat killing my free time =(
 

Keyser_Soze

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Clik said:
justcallmeslow said:
As you discussed, communication would be limited/zero between distant people. Maybe allow walkie-talkies to be equipped like torches? It'd allow better coordination over distance but come at a cost. People would need to set up a system to check in after certain intervals or something.
In regards to distance communication, there is, of course, yelling... who knows what that might disturb though...
I think the walkie talkies are a brilliant idea.

Keyser_Soze said:
[HEADING=1]
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.
As well as the log notifying him, I'd hope that there's an actual creepy stoney scrapey noise that happens, as audible as the sound really would be. If he fails, then nothing at all.

In fact, you could do away with the log notification and just have every sound in the game mean something.
Were there Walkie Talkies in the 1920s? Also yes there will actually be the usual soundeffect, but ONLY for the person who actually succeeds the Listen roll, otherwise it would give the setup away.