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

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