RPG Stats (okay wait hear me out)
Posted: Mon Jan 30, 2023 1:45 am
Had this idea cooking for while, and I have a feeling it could add some nice depth to the game. If you are unfamiliar with the idea of RPG stats, the concept is in essence numbers that reveal something about your character and make you better or more effective in things relating to that stat. Examples include DnD's charisma, or the Fallout Franchise's luck. Alot of SS13 servers have a mechanic like this as well.
Where my vision differs, there is no character creator element to this where you get to choose your stats, and they aren't dolled out by your station role (this is something that yogstation and colonial marines do.) Instead, everyone starts out the same (probably starting at an arbitrary number like 10 or 0), and stats fluctuate based on your character's current state of being. Most changes would be temporary or tied to some variable condition such as hunger or or the progression of a disease. Permanent ones would be as a result of some other game changing effect on a character, such as ascending as a heretic, genetic mutation, or learning a martial art.I don't think we need to be overloaded with a ton of stats that will never see significant gameplay implementation. I'll call it RAC
The idea is that at shift start, everyone is pretty much the same, but the choices they make throughout the shift can give them advantages or disadvantages in scenerios.
Robustness- Measurement of tenacity, eagerness of muscle, and willpower to guide those muscles
Alacrity- Measurement of the spring in your step, and how light you are on your feet.
Cognition- Measurement of how fast your brain can think, and combat reflexes.
My proposed stat line up is pretty slim and focused on temporary stat of being rather than some inherent quality to a character,
Plan for implementation:
Step 1. Get the framework for the system down, codify the stats, make procs to modify them, make procs to check them, code in a few minor interactions. Make it very easy to integrate
Step 2. As new features get coded in, and old features get reworked, the RAC can be integrated into those features in order to bring them more depth and cross interaction.
Step 3. ???
Step 4. Profit
Things your stats might be able to do for you. (the opposite is true if you have lower stats) Just ideas, subject to change
Robustness - Win arm wrestling contests. Lower movement speed penalty from pulling things. Struggle out of cable ties fasters. Slit throats faster. Have your own throat slit slower.
Alacrity - Run quicker (this could replace hunger's movement slowing mechanic), dodge slips, shoot hoops in basket ball better. Block with shields better
Cognition - Strip Faster, hack faster, shoot guns faster, break confusion faster.
Things that might effect your stats
Robustness - Fluctuates with your hunger. It would go way up if you were a hulk. Goes down or up with chemicals. Working out.
Alacrity - Being encumbered with a lot of gear can reduce it, and being very light could increase it. Goes down or up with chemicals.
Cognition - Scales with sanity. Goes down with brain damage. Goes down or up with chemicals. Blood loss would decrease it.
As you can see, these examples are a bit surface deep, but once we get the framework in, we have room for expansion. Diet systems for tracking proteins and vitamins. Complex dodging and blocking systems. Alterations to weapon damage and attack speed. Surgical body modification. Dodging bullets. A pain and pain resistance system. The possibilities are endless, it opens up so many avenues for expansion.
Where my vision differs, there is no character creator element to this where you get to choose your stats, and they aren't dolled out by your station role (this is something that yogstation and colonial marines do.) Instead, everyone starts out the same (probably starting at an arbitrary number like 10 or 0), and stats fluctuate based on your character's current state of being. Most changes would be temporary or tied to some variable condition such as hunger or or the progression of a disease. Permanent ones would be as a result of some other game changing effect on a character, such as ascending as a heretic, genetic mutation, or learning a martial art.I don't think we need to be overloaded with a ton of stats that will never see significant gameplay implementation. I'll call it RAC
The idea is that at shift start, everyone is pretty much the same, but the choices they make throughout the shift can give them advantages or disadvantages in scenerios.
Robustness- Measurement of tenacity, eagerness of muscle, and willpower to guide those muscles
Alacrity- Measurement of the spring in your step, and how light you are on your feet.
Cognition- Measurement of how fast your brain can think, and combat reflexes.
My proposed stat line up is pretty slim and focused on temporary stat of being rather than some inherent quality to a character,
Plan for implementation:
Step 1. Get the framework for the system down, codify the stats, make procs to modify them, make procs to check them, code in a few minor interactions. Make it very easy to integrate
Step 2. As new features get coded in, and old features get reworked, the RAC can be integrated into those features in order to bring them more depth and cross interaction.
Step 3. ???
Step 4. Profit
Things your stats might be able to do for you. (the opposite is true if you have lower stats) Just ideas, subject to change
Robustness - Win arm wrestling contests. Lower movement speed penalty from pulling things. Struggle out of cable ties fasters. Slit throats faster. Have your own throat slit slower.
Alacrity - Run quicker (this could replace hunger's movement slowing mechanic), dodge slips, shoot hoops in basket ball better. Block with shields better
Cognition - Strip Faster, hack faster, shoot guns faster, break confusion faster.
Things that might effect your stats
Robustness - Fluctuates with your hunger. It would go way up if you were a hulk. Goes down or up with chemicals. Working out.
Alacrity - Being encumbered with a lot of gear can reduce it, and being very light could increase it. Goes down or up with chemicals.
Cognition - Scales with sanity. Goes down with brain damage. Goes down or up with chemicals. Blood loss would decrease it.
As you can see, these examples are a bit surface deep, but once we get the framework in, we have room for expansion. Diet systems for tracking proteins and vitamins. Complex dodging and blocking systems. Alterations to weapon damage and attack speed. Surgical body modification. Dodging bullets. A pain and pain resistance system. The possibilities are endless, it opens up so many avenues for expansion.