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New system, Battlejack, development updates.
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<blockquote data-quote="wolfpunk" data-source="post: 5380257" data-attributes="member: 699"><p>Ok, lots of changes, here is the list of developments for the game.</p><p> </p><p>Player abilities and soldier stratagems changed to uses per life. So three points, three uses. Everyone kept forgetting the Recharge phase.</p><p> </p><p>Added effect and feature slots to gear, changed prices to reflect upgradeability. Added rules for building specific gear into the Battlejack RPG section.</p><p> </p><p>Removed turrets from the gear section. Add turrets and their related abilities to the zone feature section.</p><p> </p><p>Added player abilities, tactics and stratagems that affect mercenaries, included that in the mercenary area of the zone feature section.</p><p> </p><p>Changed zone features to only trigger once and to be more gear: 1 badges that you can pick up to grant you a bonus of some sort.</p><p> </p><p>Added several soldier stratagems and solder tactics related to the buying, selling, and upgrading of gear.</p><p> </p><p>Added the ability for a player to make a skill check against the dealer to regain 1 use of 1 soldier stratagem.</p><p> </p><p>Added the ability for a player to make a skill check against an opponent to regain 1 use of 1 player ability.</p><p> </p><p>Added the ability for a player to make a skill check against an opponent to gain a 1 pull advantage against another player either on attack or defense until the end of the player's next action.</p><p></p><p>Clarified the use and timing of player abilities. Basically, if it is your turn, you can declare you are using 1 player ability, then 1 other person can declare they are using 1 player ability in response to that, if they do, then you get to respond with 1 additional use of a player ability.</p><p> </p><p>Some player abilities now specifically mention that they negate another player ability.</p><p> </p><p>Broke down armor features, weapon features, equipment features and weapon effects so that you know exactly what upgrades you can put on what. Got rid of prototype, if you want to prototype use the rules for building your own weapon.</p><p> </p><p>Added the prototype weapons that did exist into the main section of weapons priced correctly.</p><p> </p><p>Added a couple of more melee weapons and changed grenades and the demolition charge to be melee weapons. Added the one use feature which basically means use it once then lose it, but the gear cost 30% less to buy.</p><p> </p><p>changed the sample arenas to be more of the 5 x 5 variety with one 7 x 7 and one 9 x 9 map</p><p> </p><p>Removed race vehicles, added in a section that just says, take a portion of your stake and turn it into a vehicle stake, based upon how much life the vehicle has remaining it grants a bonus to your move action, nice and simple.</p><p> </p><p>Added the Reserve Pile, which is where your two extra lives worth of chips reside. So you never tap your Winnings during a match now, whatever you have left in your stake and reserve gets added to winnings at the end of the match.</p><p> </p><p>Added efficiency which is calculated then multiplied against your winnings to create your world rank. Moving up to higher tiers of play requires a minimum efficiency over a number of matches. This discourages players from buying huge gear in which they get a lot of kills but also get a lot of deaths</p><p> </p><p>Revised the concept soldiers to have spent about 120 of their initial 150 gear, we find this to be about the typical amount players spend when they start.</p><p> </p><p>Weapons no longer need to reload (speeds up gameplay), some equipment still does.</p><p> </p><p>Clarified rules for the Capture the Flag matches.</p><p></p><p>Revised Achievements to be easier to unlock and track.</p><p></p><p>Added examples everywhere.</p><p></p><p>Started working on flavor text.</p></blockquote><p></p>
[QUOTE="wolfpunk, post: 5380257, member: 699"] Ok, lots of changes, here is the list of developments for the game. Player abilities and soldier stratagems changed to uses per life. So three points, three uses. Everyone kept forgetting the Recharge phase. Added effect and feature slots to gear, changed prices to reflect upgradeability. Added rules for building specific gear into the Battlejack RPG section. Removed turrets from the gear section. Add turrets and their related abilities to the zone feature section. Added player abilities, tactics and stratagems that affect mercenaries, included that in the mercenary area of the zone feature section. Changed zone features to only trigger once and to be more gear: 1 badges that you can pick up to grant you a bonus of some sort. Added several soldier stratagems and solder tactics related to the buying, selling, and upgrading of gear. Added the ability for a player to make a skill check against the dealer to regain 1 use of 1 soldier stratagem. Added the ability for a player to make a skill check against an opponent to regain 1 use of 1 player ability. Added the ability for a player to make a skill check against an opponent to gain a 1 pull advantage against another player either on attack or defense until the end of the player's next action. Clarified the use and timing of player abilities. Basically, if it is your turn, you can declare you are using 1 player ability, then 1 other person can declare they are using 1 player ability in response to that, if they do, then you get to respond with 1 additional use of a player ability. Some player abilities now specifically mention that they negate another player ability. Broke down armor features, weapon features, equipment features and weapon effects so that you know exactly what upgrades you can put on what. Got rid of prototype, if you want to prototype use the rules for building your own weapon. Added the prototype weapons that did exist into the main section of weapons priced correctly. Added a couple of more melee weapons and changed grenades and the demolition charge to be melee weapons. Added the one use feature which basically means use it once then lose it, but the gear cost 30% less to buy. changed the sample arenas to be more of the 5 x 5 variety with one 7 x 7 and one 9 x 9 map Removed race vehicles, added in a section that just says, take a portion of your stake and turn it into a vehicle stake, based upon how much life the vehicle has remaining it grants a bonus to your move action, nice and simple. Added the Reserve Pile, which is where your two extra lives worth of chips reside. So you never tap your Winnings during a match now, whatever you have left in your stake and reserve gets added to winnings at the end of the match. Added efficiency which is calculated then multiplied against your winnings to create your world rank. Moving up to higher tiers of play requires a minimum efficiency over a number of matches. This discourages players from buying huge gear in which they get a lot of kills but also get a lot of deaths Revised the concept soldiers to have spent about 120 of their initial 150 gear, we find this to be about the typical amount players spend when they start. Weapons no longer need to reload (speeds up gameplay), some equipment still does. Clarified rules for the Capture the Flag matches. Revised Achievements to be easier to unlock and track. Added examples everywhere. Started working on flavor text. [/QUOTE]
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