This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
rules:research [2024/03/06 14:57] mochtire |
rules:research [2024/03/06 19:04] (current) mochtire |
||
---|---|---|---|
Line 1: | Line 1: | ||
<fs xx-large>< | <fs xx-large>< | ||
- | **Research serves | + | **Research serves |
- | - Create new blueprints for crafting | + | |
- | - Expand the known science available for blueprints | + | |
- | The two cases work slightly differently.** | + | - **Create new blueprints for crafting** |
+ | - **Expand the known science available for blueprints** | ||
+ | - **Develop new skills** | ||
+ | |||
+ | **The three cases work slightly differently.** | ||
<fs x-large>< | <fs x-large>< | ||
Line 32: | Line 34: | ||
Once characters have been on a mission to scan an anomaly they may wish to study the data they have gathered in order to understand the anomaly better. Data that has thoroughly analysed with sensible conclusions drawn can be worth a lot of credits, even if it is just a replication study. Studying the specific properties can also isolate aspects of an anomaly that can be converted into devices, drugs or weapons with anomalous properties. One of the more well-known attempts at such was the Churchgoer super-soldier programme, creating regenerating soldiers using plants recovered from the Black Flower anomaly.\\ | Once characters have been on a mission to scan an anomaly they may wish to study the data they have gathered in order to understand the anomaly better. Data that has thoroughly analysed with sensible conclusions drawn can be worth a lot of credits, even if it is just a replication study. Studying the specific properties can also isolate aspects of an anomaly that can be converted into devices, drugs or weapons with anomalous properties. One of the more well-known attempts at such was the Churchgoer super-soldier programme, creating regenerating soldiers using plants recovered from the Black Flower anomaly.\\ | ||
\\ | \\ | ||
- | As with a blueprint project, talk to the game team before you start. We need to know if you're trying to find out something specific for a clear purpose (can I make a forcefield using this anomaly?) or if you're just prodding at things and seeing what happens. the former might lead to a blueprint for a device, the latter will most likely open up more options for specific research. There are no real red lines for science research unless the goal is a blueprint that crosses one. | + | As with a blueprint project, talk to the game team before you start. We need to know if you're trying to find out something specific for a clear purpose (can I make a forcefield using this anomaly?) or if you're just prodding at things and seeing what happens. the former might lead to a blueprint for a device, the latter will most likely open up more options for specific research. There are no real red lines for science research unless the goal is a blueprint that crosses one.** |
+ | |||
+ | <fs x-large>< | ||
+ | |||
+ | **Much like expanding scientific knowledge, this can be a vast area to play around in. You should always start off by running your idea past the game time, and be mindful of the red lines listed below. Developing a new skill may attract a credit cost depending on what the skill is, and the game team may require certain activities or mini mission to be carried out during uptime.** | ||
+ | |||
+ | <fs large>< | ||
+ | |||
+ | **The game is generally quite morally dubious. Companies are doing some truly egregious things. There are characters that have come into the Zone because they have committed some awful crimes, including terrorism. It is intended that the game be quite dark and bleak. That said, there are some lines we do not intend to cross. There are also various things the lasertag kit cannot do, and some areas we wish to avoid for reasons of game balance and design.** | ||
+ | |||
+ | * Anything involving mind control is highly unlikely to end up in player hands. | ||
+ | * We do not want any skills, tech or drugs that shorten the 60 second roleplay time for healing. | ||
+ | * Whilst we have items that allow a player to self-heal, we are not allowing anything to automatically heal up a Point Blank call. Point Blank calls are the key risk element in the combat side of the game and bypassing that makes a player almost functionally immortal. We are also not keen on anything that bypasses using first aid supplies as they are another way the game team can modify risk. | ||
+ | * Damage goes in steps of 5 until 40 or so, and then goes 50, 75, 100. Weapons can only have one damage upgrade and the hard cap for all damage is 50, with the exception of the sniper rifle. | ||
+ | * In order to keep the game accessible the majority of NPCs will remain at a similar power level. If you massively upgrade your damage and health you might make combat a bit too simple for yourself and therefore a bit tedious. |