HinterBlog

September 25, 2011

Design Note: When a mechanic works properly

Filed under: Games — Tags: , , , — bilbo @ 9:24 pm

So, it has been a while but I had a bit of inspiration the other day. I thought back on the many vehicular combats in Nebuleon and how happy I am that they work out well most all the time. This comes from having envisioned how I wanted a mechanic to work and then putting to paper just how to do it. More than that though, it is the realization of a idea in a corporeal form.

Example: A team was sent to a polar region of the planet Dons-Kal-rien, a Dremin world. The arctic region was a corporate preserve and proving ground for W.A.R. Ind. These jokers were supposed to use their formidable stealth skills to infiltrate and do some espionage. What they found surprised them. It turned out to be an illegal clone farm for elite Dremin looking for spare organs and such. Well, lots fo adventure later, they end up in a hanger for experimental vehicles with a ton of security. Basic running fire-fight (remember, stealth). They come across a crate of AP shoulder mounter ground to air missiles. One of the security guys is a pilot and powers up a vtol with an experimental (and illegal) particle cannon that basically melts flesh. They get the drop on the pilot as he has to roll piloting to take off (weapon wont fire on the ground) and a weapons tech check (usually you have a gunner to handle that) at a minus. Joker ex-marine has a Heavy weapons skill. Whips out the Missile launcher and fires.

Here is the part that filled me with joy. The weapon hit. We determined the location randomly, and it turned out to be the weapons pod holding the beam weapon. Bam! Taken out. But this monster has high velocity rapid fire gauss rifles on it as well and the pilot switches over to auto-fire and blazes away taking down one of the Jokers. The medic is on her in a flash and begins life support. Ex-Marine joker fires a second missile and this one hits the engine taking the vtol down.

What is missed in that description is the effortless back and forth of the system. It PLAYED like that. The system did not get int he way, it faded but emphasized, it guided but did not dictate the actions.

In short, the system was informative to the outcome of the actions of the players. That, to me, is cool.

7 Comments »

  1. AWESOME

    that sounded like an excellent night of gaming (heh, you’ll have to excuse me I have one ear on the Raiders game on the radio as I write this:.)

    I must say you have a wonderful background for Neb, it’s different enough to stand out yet familiar enough to give you that
    warm cosy feeling of nostalgia, goodstuff

    Yeah, vehicular combat is ALWAYS a tricky thing, someone told me (or did I read it in a review?) that GANGBUSTERS has the best Vehicular (cars) combat system ever, been years since I played that game so I couldnt really say if that is true or not

    Comment by Alan Hume — October 2, 2011 @ 2:29 pm

  2. Any news re the next Neb game at all? Love that game, fingers crossed for a new one

    Comment by Alan Hume — October 11, 2011 @ 1:15 am

  3. It is shelved as a new server rack goes in. Sorry man. I have no problem opening it up to more development. I will make a post discussing healing in Neb tonight.

    Comment by bilbo — October 11, 2011 @ 5:02 pm

  4. hey there, sorry for the late reply (very late) just been caught up with stuff is all

    I’ll check out the NEB forum post, fingers crossed it gets taken off the shelf:.)

    it’s a GREAT game

    Comment by Alan Hume — November 24, 2011 @ 4:49 am

  5. Oh, meant to say, if there’s anything I can do to help with NEB 2 please feel free to email me threeeyesmcgurk@hotmail.com
    and I’ll try and help out (no garuantee I can of course, or indeed, that you would like any input I had to give, but still:.)

    Comment by Alan Hume — November 24, 2011 @ 5:28 am

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