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Author Topic: Anarchy Offline - Coloured streetlights + a portal to the Shadowlands (Page 37)  (Read 103923 times)

Offline Predatorpt

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Re: Anarchy Offline - more scenery (Page 4)
« Reply #60 on: 20 December 2013, 09:49:14 AM »
Very cool, who makes the hellhounds?

Maxmini  ;)

Offline matakishi

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Re: Anarchy Offline - more scenery (Page 4)
« Reply #61 on: 20 December 2013, 10:21:52 AM »
Maxmini make the hellhounds.

Offline Ramshackle_Curtis

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Re: Anarchy Offline - more scenery (Page 4)
« Reply #62 on: 20 December 2013, 06:04:30 PM »
Leet action ago-go!  ;)

Offline matakishi

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Re: Anarchy Offline - more scenery (Page 4)
« Reply #63 on: 21 December 2013, 01:11:16 AM »
Time to put me into the mix.
Here's a wip shot of Matakishi himself.




Offline matakishi

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Re: Anarchy Offline - more scenery (Page 4)
« Reply #64 on: 21 December 2013, 01:13:44 AM »
@Scurv
The rules are progressing nicely. The emphasis is on team play and co ordination with players being able to buff and support each other as the action unfolds.
More details later as everything is decided, it's early days :)

Offline Ajsalium

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Re: Anarchy Offline - me, in all my splendour (wip) (Page 5)
« Reply #65 on: 21 December 2013, 12:43:48 PM »
That ain't you. There's no cat (unless you paint some whiskers in those... balls). ???
Blog updated Jan 21st
ROLE 'N' ROLL

Tell the truth, do what's right, and face the consequences. -Me.

Offline matakishi

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Re: Anarchy Offline - me, in all my splendour (wip) (Page 5)
« Reply #66 on: 23 December 2013, 09:21:43 PM »
Flying cars, Meta-Physicist pets and some scenery items.





Notum crystals, the source of all power.



The good news is that all my laser cut scenery has arrived including some doors for my Omni Tek buildings so I should have some of those done fairly soon.

Finally, my Lytro camera also arrived so here is a shot of the cars with variable focal fields that you can move around by clicking on the photo. It works better with more depth so expect more of these when I have a table set up, this one's my tester shot :)
https://pictures.lytro.com/matakishi/albums/141568?

More on the project page:
http://www.matakishi.com/anarchyofflineproject.htm

Offline matakishi

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Re: Anarchy Offline - flying cars! (Page 5)
« Reply #67 on: 27 December 2013, 11:57:14 AM »
Clan guards, the previous Clan guards are now officially Desert Nomads :)



And a Star Wars thing co-opted into the Anarchy universe.



Desert Nomads:


Offline matakishi

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Re: Anarchy Offline - Clan guards (Page 5)
« Reply #68 on: 27 December 2013, 12:21:21 PM »
No, it's a standard RPG. It's free to download and play if you want to try it.
http://www.funcom.com/games/ao

Choose a race, choose a profession, choose a side. It's a skill based system with few restrictions, not easy and no hand holding for newbies. It can be difficult to get into but it's worth the effort. 12 year old graphics put some people off but they do the job. Like all the best games it's the game play that shines.

Free players (froobs) get all of Rubi-Ka to play on, paid players can access the Shadow Lands and Alien Invasion content. Level to 200 as a froob, 220 as a paid player. Explore the world, kill the wildlife, loot the corpses. there are static 'dungeons' where everyone can gather to team and explore or missions which are generated on the spot according to your level which cater for solo or team play as well as a vast planet to go hunting in.








Offline Raxxus

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Re: Anarchy Offline - Clan guards (Page 5)
« Reply #69 on: 27 December 2013, 12:25:53 PM »
Well played this for like a day, then got stuck in a wall and couldnt get out.
wasnt that impressed by the game I have to say.



Offline matakishi

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Re: Anarchy Offline - Clan guards (Page 5)
« Reply #70 on: 27 December 2013, 12:32:12 PM »
Probably best you didn't carry on then.

Offline von Lucky

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Re: Anarchy Offline - Clan guards (Page 5)
« Reply #71 on: 27 December 2013, 08:28:51 PM »
Firstly - nice additions to the project, it's going to (hell it already is) be awesome.

Secondly - Scurv, was it Dark Souls II? The first one was depressing* (and be prepared for a lot of dying!).

*But could also adapt to the tabletop. Hmm - this project is going to get me to look at computer games for inspiration.
- Karsten

"Imagination is the only weapon in the war against reality."
- Lewis Carroll, Alice in Wonderland

Blog: Donner und Blitzen

Offline matakishi

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Re: Anarchy Offline - Clan guards (Page 5)
« Reply #72 on: 28 December 2013, 02:46:35 AM »
Here's a rough outline of the rules all subject to change of course, things may be trimmed down for simplicity but I've already pared it down considerably.

The game is designed for 4-8 players playing in teams consisting of 4 player characters drawn from a pool of 6 professions with no more than one of each profession in a team.

A 4 player game would be two vs two with each person controlling two characters.

All the scenarios are mission based and objective driven. They will be short; kill a specfic NPC, grab an item, get somewhere (maybe to a whompah), plant a bomb, kill a certain number of a certain type of NPC/creature etc. All designed to be played in 45 mins to an hour.

Once a mission is decided on the players construct their teams based on their chosen tactics.
The available professions at the moment are:

Soldier. Good at fighting.
Fixer. Good at running.
Bureaucrat. good at crowd control. Pet controller.
Doctor. Good at healing.
Engineer. Good at making things. Pet controller.
Enforcer. Good at surviving.

Professions are differentiated by scores in 5 areas of expertise: Attack, Defence, Movement, Healing and Nano Programing (basically spells with a sci fi name).

Each turn players allocate counters to any or all of these areas of expertise depending on their short term plans. Their skill in an area determines how much each counter is worth.
For instance a soldier is good at attacking so each counter in his attack box is worth 4 dice. A doctor is rubbish at attacking so each counter in her attack box is only worth one die. To make an attack a character chooses any or all of the available attack counters and rolls the number of dice they are worth.

The fun part is that characters can buff each other during the counter allocation phase by giving other team members some of their counters. A doctor could be given a soldier's counter to put in her attack box which is then worth 4 attack dice to bolster her firepower.

Characters can only accept limited buffs (three at the start) but this increases the tactical options without changing the total dice output of the team. A soldier's counter given away to a team mate is not available for the soldier to use himself.

Play then proceeds with the active team carrying out attacks and movement as they wish, in the order they wish so long as they keep the initiative and remain the active team.

Each time an active team member moves, any opposing characters who have LOS can attack him. If they inflict enough damage their team will immediately become the active team and they can move and shot until they lose the initiative.

A turn ends when all counters have been used or both sides pass on an initiative. Counters are reassigned and the next turn begins with the other side starting first.

'But, what about all these NPCs you've painted?' You ask.
All NPCs present are controlled by the non active side. As soon as the initiative switches the NPCs' control shifts to the previously active team. Fluid and potentially unpleasant.

The reclaim terminals ensure death isn't permanent so no one's out for long and you can't win by killing the opposing team, only by completing the mission objective.

Other extras include loot. You gain loot, usually equipment, each time you kill an NPC or player character. Loot will improve your character's abilities. Eventually you will level up and gain an extra counter to allocate each turn as well.

There are also some interesting mechanics around the hit points but that's for another time because it involves a deeper understanding of the mechanics than I've posted here to grasp fully.

I hope this has explained the basics enough to make the project sound interesting, feel free to ask if anything's not clear.

Offline von Lucky

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Re: Anarchy Offline - rules (short version) (Page 6)
« Reply #73 on: 28 December 2013, 10:38:59 AM »
Maybe it'll be limiting like the zombies in 'Zombies!!!' - you can't move them all.

Offline matakishi

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Re: Anarchy Offline - rules (short version) (Page 6)
« Reply #74 on: 28 December 2013, 12:26:22 PM »
that sounds good. I can see the dice pool mnechanics and where you are going with them. My only concern is the melee NPC's might just end up oscillating at range as control goes from one side to the other.  

There are only 2 melee NPC types that matter and they have large moves. The playing area is a mere 120cm square (4 foot)
Regardless, only NPCs that have LOS to the acting Player Character can react so moving the same NPC after an initiative switch will be rare. Just moving NPCs around to keep them away from you is mostly a wasted move too, there are plenty of more important things you could be doing. Nothing stopping you doing it if you want to though, I don't believe in legislating for bad players in rules. People can learn from their mistakes :)
« Last Edit: 30 August 2014, 11:31:41 AM by matakishi »

 

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