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Author Topic: Spycraft: Bioshock conversion  (Read 4511 times)
glimmerrat
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« Reply #15 on: January 01, 2009, 06:59:13 AM »

So would you be interested in playtesting this in a PbP game right here? 'Cos i'd totally be up for it...  Wink
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Hida Reju
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« Reply #16 on: January 01, 2009, 05:04:31 PM »

Perhaps but first I need to finish the Security bots, Big Daddies, Hacking DC's, and work out the splicers using the minion templates.
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Hida Reju
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« Reply #17 on: February 04, 2010, 02:32:50 AM »

Ok back to working on this again. Sorry for the hold up life got in the way for a while and I lacked motivation. Will have an update by end of week now typing it up and comparing with rules in Fragile minds.
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Hida Reju
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« Reply #18 on: February 04, 2010, 03:06:21 AM »

Hacking section updated more to come.
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Sletchman
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« Reply #19 on: February 05, 2010, 12:37:59 AM »

Just in time for the 2nd too.  I think it comes out in 4 days [not sure about US release date, please check with local retailers].

Interesting take on the hacking too.
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Hida Reju
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« Reply #20 on: February 11, 2010, 01:26:07 AM »

ADAM dependency rules added and security bot info in minions.
« Last Edit: February 11, 2010, 01:51:13 AM by Hida Reju » Logged
Morgenstern
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« Reply #21 on: February 11, 2010, 11:42:16 AM »

I'd be interested to see Scott, Alex or Pat comment on this...

With my roommate picking up Bioshock last month and no doubt getting the sequel in the next few days, I'll be getting some direct exposure for this shortly Smiley.

Hida Reju, I'll send you a PM.
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Morgenstern
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« Reply #22 on: February 12, 2010, 01:20:43 PM »

Ok, trying to wrap my head around this.

What are the limits on using mutiple plasmids (either sequentially or simultaneously). What are the limits on multiple tonics?
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« Reply #23 on: February 12, 2010, 05:56:36 PM »

What are the limits on using mutiple plasmids (either sequentially or simultaneously). What are the limits on multiple tonics?

From what I remember, you can only have a certain number of plasmids/tonics equipped at any one time. You can swap between them as you would weapons in any other game.
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« Reply #24 on: February 12, 2010, 08:49:18 PM »

Ok, trying to wrap my head around this.

What are the limits on using mutiple plasmids (either sequentially or simultaneously). What are the limits on multiple tonics?

Plasmids are equipped like weapons as a half action. You may only have as many equipped plasmids as your character allows. In the video game the main character has a hidden background that lets him equip more than what I would suggest starting a player at.

Engineering and combat tonics are the same way. You have a limited number of slots to equip them. They can be switched out at certain gene swap stations.

Your max number of slots can be upgraded at certain stations for a cost of some ADAM. Increasing your overall power and your chance to go insane at the same time.
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« Reply #25 on: February 17, 2010, 12:44:37 AM »

Been doing some brainstorming on Big Daddies, my goal is to have them as one of the toughest encounters you can never hope to have but still be something a group can over come.

The problems is that while in a 1 on 1 or even 2 on 1 situation that holds up decently. The more people in the group the more one sided a single opponent seems to get. DR accounts for a lot of this but I am unsure if Diving suit DR is too much for a group to handle since its 16/16. Perhaps something more like 10/10 would be more reasonable.

Also wondering about if they should be Special NPC's or not. I was leaning toward that due to it giving them a real vitality/WP total. The downside is that they then become subject to critical hits.

Anyway still working on it I hope to have the stats at least started for discussion on Friday.
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Sletchman
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« Reply #26 on: February 17, 2010, 02:10:07 AM »

Thats often a problem in any game with special encounters.  The more people there are the easier the fight becomes for them, unless you throw a heap at them.  I'd go for the Diving Suit DR, but still make them a special NPC.  Standard NPC's are subject to worse critical hits then specials, so that balances itself out.  But the high DR means that even against a large group, its not going to be 1 lucky hit taking down the "boss fight".  16/16 isn't totally impossible to overcome, and players with high attack bonuses might try called shots to ignore it anyway [or use Accurate and action dice].  Don't forget that certain elemental attacks bypass armour too [I was a big fan of the Shock power in the game].
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Wolverine
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« Reply #27 on: February 17, 2010, 04:24:08 AM »

When it comes to Big Daddy's, I always thought it was more likely that a group of humans would prefer not to engage one in a stand-up fight. They would be more likely to encounter a Daddy, retreat to a safe distance, then plan some kind of trap or other sneaky tactic to immobilize, distract, or otherwise neutralise it while they either make their escape or kill it with fire/electricity/bees from their hands*.


*Bear in mind that most of my knowledge of Bioshock comes from the Zero Punctuation's review, so the bee thing might not be an actual option.
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Sletchman
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« Reply #28 on: February 17, 2010, 04:31:13 AM »

*Bear in mind that most of my knowledge of Bioshock comes from the Zero Punctuation's review, so the bee thing might not be an actual option.

Actual Option

And Again
« Last Edit: February 17, 2010, 04:34:47 AM by Turnip666 » Logged
MilitiaJim
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« Reply #29 on: February 17, 2010, 10:09:50 AM »

Holy Crow.  W T F does the bee power do to your arms?
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