CAIX Development

Name:
Location: Gawler Belt, SA, Australia

South Australian, involved in many subcultures, don't have enough free time and I drink way too much coke

Monday, February 27, 2006

UPDATES: 27 02 2006

Structures have now been fixed and are almost complete! They are at the stage where the only changes now required are some balancing issues, which will be addressed when we get to final testing.

Structures now have some new ZATUS as well

DF scores
AT scores
Allowing Melee
Size (in square units)
Power
C-Req

Now, its C-REQ you should be interested in, this is the new Capture Time Score. The amount of no-action, consecutive turns that are required to take over a structure. This replaces the old Capture-capable card from CA8.
CA8's problem was that its UNITS (now the structres) would affect the whole field and didn't require to be activated (well, some did have a special activate from anywhere option). Now, this was fine before we had battle-grids and scenerios, but once they came into play the UNITS were highly overpowered.
Since Structures only affect the area they exist on, you can do more with them and we have large areas of play: We allow multiple structures and any can be captured.

Now, you may be thinking, If a enemy doesn't have a character on the structure square, how can it defend it? Well, think ofall the people/things that inhabit the place to keep it running... A citizen defence force if you will. Capture time is the time to subdue and take control of the structure so that you can use it :P

Sorry if I rambled a bit there and repeated stuff... its late here.

The Requiremests messy column has now been shifted to three nice neat columns, and abilities are now more clear. Because of this, we can present a new bunch of Ability Options!

DEEP SCAN
LAUNCH
PORT TRAVEL
QUICK TRAVEL
REFILL AMMO
REPAIR W LV1
REPAIR W LV2
REPAIR W LV3
REPAIR W LV4
REPAIR V LV1
REPAIR V LV1
REPAIR V LV1
REPAIR V LV1
REPAIR ALL LV1
REPAIR ALL LV2
REPAIR ALL LV3
REPAIR ALL LV4

Yeah, there be repairing options!

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Next, We'll be putting the basics of Vehicles and Worlds. As well as looking into expanding the weapon lists.

Also, we'll be posting notes from people looking into an alchemy/crafting modification kit. This will include an IX:Items table with all osrts of tuff you can use to build things with.

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http://www.xspacecowboyx.com/lurios/CAIX/data/IX cards.htm

for the new DEV sheets

Friday, February 10, 2006

UPDATES: 10 02 2006

Okay folks, calculating ATK (now called damage to avoid confusion with both AT and TK :P) is now a lot easier.

As was the origional intention with CA, it should be playable with quick maths and not require anything too complicated. Now, instead of calculating AT*2 as base and adding modifiers on top of it (eg a 2x modifier gives AT*4) the AT scores have been reset and modifiers now work more logicaly :)

A Base AT is just the AT score itself, however if you look at it as AT*1, you can then add modifiers in a better way by ADDING the modifiers togeather. AT*(ModifierSum)

Base AT = AT*1
Base AT and enemy critical = AT*(1+2) :. AT*3
Base AT and enemy vulnerability = AT*(1+1) :. AT*2
Base AT and enemy resistance = AT*(1-0.5) :. AT*0.5

If you attack has a 2x against your opponent = AT*2
If you have a 2x attack and an enemy critical = AT*(2+2) :. AT*4
If you have a 2x attack and an enemy vulneability = AT*(2+1) :. AT*3
If you have a 2x attack and an enemy resistance = AT*(2-0.5) :. AT*1.5

The most you can get from this would be AT*5, this comes from the 3x modifier with enemy critical. Check out the 'Attacks and Actions' DEV sheet to find the first multiplier (0.5x upto 3.0x)

The only downside is that the main human characters Zatus scores are now 20.10.10 as opposed to the nicer looking 10.10.10. However as they were only doing 1HP of damage.... Yeah, they needed the boost and this needed fixing.

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The other change is that Structures now have a seperate DF rating. We'll be looking into seperating other things as well so they more closley fit the Attributes and Abilities found in Characters.

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A few minor things have been updated, mainly layout order and a few zatus tweeks to get things balanced.

INFILTRATE is now set as an ability, should be good for the Griiomreaoi campaign, where it attacks the Gweniver and the Invasion of the Terikesh base by Ragel's Ghost units :P

Can't recall if I mentioned, but we now have all 175 characters required for the final release. no more will be added unless they can replace an existing one with VERY GOOD REASONING.

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http://www.xspacecowboyx.com/lurios/CAIX/data/IX cards.htm

for the new DEV sheets

Friday, February 03, 2006

UPDATES: 03 02 2006

AI BLAST is now an Ability.

It will still only damage other AI's but now it does this individually without the help of a robotic. The AI's HP scores are still low, as are their AT. And in the case of AI vs AI, the DF and SP bonus' for the enemy are ignored.

eg:
E-VA: HP-8 AT-2 DF-4 SP-2
VS
CALf: HP-5 AT-2 DF-2 SP-2

E-VA and CALf would both do 2AT damage to one another rather than E-VA doing 2 and CALf getting blocked. (AT*2*multiplier+SPbonus-enemyDF).
Still, E-VA will kick CALf into cyberspace first in a 1on1 fight :P

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TK-ATTACKS have now been brought upto a massive 132 !

The addition of the new 32 attacks comes from the TK updates discussed in the last post.

Also, High level TK can now LIMIT-BREAK and reach above the 5th level. These 'pseudo' levels require massiveammounts of TP, but the effects and damage are amazing compared to the origional level 5 maximum.

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http://www.xspacecowboyx.com/lurios/CAIX/data/IX cards.htm

for the new DEV sheet :P