How exactly does implant limit work? Hard regulation or some harsh penalty for any implants above the limit?
Hard limit.
I noticed there's a Combat sequence stat. Who goes first if two characters has the same stat?
Same as in AoD: highest Dex goes first, if the same, highest Perception, if the same, highest weapon skill.
What can we hack with the Hacking skill?
Computer terminals, electronic locks, turrets, etc.
What exactly are the Beliefs? Is there a certain amount of them from the start? Or does the character acquire them during the game starting with a few?
Your personal beliefs, which will be checked in dialogues. Authority vs Freedom (a fresh take on order vs chaos), tradition vs progress (i.e. conservatives vs liberals), etc. We start with 20 questions that define your beliefs (meaning that these are your opinions on various issues and people around you know where you stand on these issues) and then your actions throughout the game will develop these beliefs further or change them entirely.
* * *
The place you call home is known as the Pit, and to some more affectionately as the Free City. Calling the towers of containers rising from the depths of a cargo hold a city is a bit of a stretch, and so is the other half of it. With no kind of law or government, freedom mostly means you’re free to kill or be killed. On the plus side, housing is cheap and keeping overhead low is a priority when you have nothing.
The real cities, makeshift metropolises sprawling across many decks, are called the Habitat. They offer much better living conditions for those who can afford it, but to live there you have to pick a side among the factions vying for control. Nobody in the Pit gives a damn about their struggles, but like Earth before it, nothing in this world is free. Just keep in mind you might get more than you sign up for.
As far as you’re concerned:
1. True freedom means being free from laws passed down by your supposed betters. [liberty 3]
2. Some kind of rules is necessary, or else we’ll descend into anarchy. [liberty 1]
3. If freedom means living in an interplanetary shipping container and sleeping with a gun under your pillow, these Pit-dwellers can keep it. [authority 1]
4. Personal freedom is a luxury the shipborn cannot afford. To serve the State is to serve your brother, to serve your sister, and to serve yourself. Why can’t people understand that? [authority 3]
The Ship is en route to Proxima B, an Earth-like planet orbiting Proxima Centauri. Ninety percent of its surface is covered with water, but the planet is slightly bigger than Earth, providing approximately half of Earth’s landmass. This should be more than enough to support a prosperous colony, a new beginning.
After launch a deep space probe transmitted highly detailed images of the surface, which revealed one minor setback: this very habitable world is already inhabited. Since the voyage is estimated to take close to 400 years, it’s possible that by the time the Ship arrives the colonists will encounter a mature civilization, corresponding to Earth’s Late Middles Ages.
If that’s the case:
1. What setback? Though unanticipated, slaves will provide an excellent resource for the colony.
2. We’ll make every effort (within reason) to accommodate the savages, setting aside clearly demarcated zones for them to pursue their own lives.
3. We must make every effort to live in harmony with the new world’s native sons and learn all we can from them.
4. We will be guests in this new world, living among the local population and accepting their culture and traditions as our own.
Etc.
No.
AP range of 14-20 and 4AP cost for a single shot sounds kinda broken for me. That's 4-5 shots a round? I thought that gun wounds would actually take serious amount of health, so taking 4-5 of those in a single round and being unlucky to catch a crit sounds a bit worrisome... But there's still a plenty of time for balancing ahead :)
First, conceptually it's no different than being hit in the head with a two-handed axe for 20 points of damage (i.e. half your health) and acting like nothing happened. Second, 4-5 shots is a lot only if you hit your target all 4-5 times.
From the design doc:
"So in a hypothetical example, someone with PER 8 and skill 5 will have 20+40+50 = 110 before we factor in the gun and the attack type. If he’s shooting at someone who has DEX 8, PER 8, 4 points in evasion, he’d have 110-(16+20) = 74% chance of hitting the target standing in the open, which is a lot but
standing in the open should be a suicide.
So the target must use cover, either a natural cover or a force shield (gadget) or a reality distortion field (gadget). A cover reduces the enemy’s THC by 25-50%, so right there we go from 74% to 24-49%, forcing the attacker to use aimed attacks or move to flank."
So if your target has crappy armor and you hit him 4-5 times, he should be dead or close to it. Pistol damage ranges from 4-10 to 8-16 (no crazy jumps in damage like in Wasteland 2), avg CON is 40-50. However, good armor, energy shield, other gadgets and grenades would greatly increase one's longevity.
No crafting skill to uprgade your armor and guns, huh?
Not this time. Have to pick our battles if we want to stay on schedule.
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Is there any ways to increase main stats in game? Like surgery machine in fallout2?
Yes.
Are u planning to add weapon modification like in wasteland 2?
Yes but more like in Fallout 2.
Also in such setting we can expect some kind of engineer build, who specialise on modifications and can use drones or turrets or smth.
No.
Energy cannon is a heavy weapon.
Machinegun? Rocket launcher? Flamethrower?
Would be out of place on a ship, in my opinion. For the record, there are no 'direct damage' grenades for that reason either.
Or stealthy ones like bow and crossbow?
First, if we do a weapon class, we have to make it fully viable (i.e. not just a stealth weapon) and add tactical varieties, different ammo types, etc. Since our team is small, every extra feature, every new element increases the development time, so we'd rather be cautious than overly optimistic.
Second, such weapons work better in large, open environments like Dishonored, for example, where you can kill a lone guard and nobody hears his body hitting the floor. In TNW you either sneak past someone, staying as far away as possible, or get close enough for a kill with a dagger.