SpaceWreck: postapoc space RPG inspired by Fallout - Page 5 - RPGWatch Forums
|
Your donations keep RPGWatch running!
RPGWatch Forums » Games » Indie RPG » SpaceWreck: postapoc space RPG inspired by Fallout

Default SpaceWreck: postapoc space RPG inspired by Fallout

April 17th, 2021, 06:38


If you have very low FOCUS (1) you may lose concentration in dialogues or reading computer terminals. If there's too much information, it turns to "bla bla bla" for you.

Why? Because Space Wreck is about role-playing even if it is inconvenient sometimes.
Kamaz is offline

Kamaz

Watcher

#81

Join Date: Sep 2019
Posts: 77
Mentioned: 0 Post(s)

Default 

April 25th, 2021, 15:33


If you have high CHARM, you can play as a commander, giving direct orders to your followers. That means literally taking over their characters.



That means not just movement. You can directly manage their inventory - what armor, weapon to use, what drugs to consume, etc.

Also, they can use computer terminals and workstations for you, pick locked doors - this way you get to utilize the whole set of skills your team has.

Of course, if you fail the roll, your companions will refuse to follow your orders so this type of gameplay is suitable for high CHARM characters (4+):


P.S.
This is less of a feature and more of a bug fix but you can leave your companions now:

Kamaz is offline

Kamaz

Watcher

#82

Join Date: Sep 2019
Posts: 77
Mentioned: 0 Post(s)

Default 

May 1st, 2021, 22:09
When you fail a pick-pocketing skill check in zero-G…



IMHO pick-pocketing always has been a tricky case in computer RPGs. If PC succeeds, excellent - risk and reward, a spike of adrenalin, skill application. But what if the attempt inevitably fails at some point?

Should NPC turn hostile? It seems a bit overkill (sometimes literally), plus, it may trash relationships with the whole group of people (town). Players would be afraid to use it…

Maybe NPC just grunts and shakes his finger? Turns out, players do love to exploit that - repeating pickpocket attempts until success. I don't mind the exploits per se but in this case, I think it robs the role-playing experience and immersion.

Here, NPC just instinctively pushes away the criminal. However, because it takes place in space - magnetic soles but it still is zero-G - the push is way more pronounced. You also get light bruising - lose a couple of hitpoints.
Last edited by Kamaz; May 1st, 2021 at 22:34. Reason: Fix typos as spelling
Kamaz is offline

Kamaz

Watcher

#83

Join Date: Sep 2019
Posts: 77
Mentioned: 0 Post(s)

Default 

May 8th, 2021, 17:58
If you have high CHARM, you can try to solicit sympathy from a hostile NPC. If you succeed the dice roll, the enemy will be unable to shoot you, feeling pitty instead and let you walk away.

Note that moving closer to the enemy or attacking it will trigger aggression nonetheless.

Kamaz is offline

Kamaz

Watcher

#84

Join Date: Sep 2019
Posts: 77
Mentioned: 0 Post(s)

Tags
adventure, postapocalyptic, roleplaying, space, spaceship
RPGWatch Forums » Games » Indie RPG » SpaceWreck: postapoc space RPG inspired by Fallout
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 12:45.
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2021, vBulletin Solutions Inc.
vBulletin Security provided by DragonByte Security (Pro) - vBulletin Mods & Addons Copyright © 2021 DragonByte Technologies Ltd.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2021 DragonByte Technologies Ltd.
Copyright by RPGWatch