FBR - Spec Chat

Also for the record, if you were wondering why I didn’t equip body armor, I was using the armor more like heal 5 HP medkit.

I was on 9 HP, Sniper deals 4, so using medkit didnt matter

Also you can’t repair body armor sadly ;-;

Yeah, you can’t. I’ve considered making them more available. And Med Kits more available. If I do another game in the future.

The backpack limit will still make it hard to hoard too many.

Yeah.

I think though more equipment might be interesting.

The current only equippable item is Body Armor and everything else is sorta Weapons or items.

Yes, I have plans for a number of new items. Like a Helmet to protect specifically against Sniper Rifle attacks.

Yeah true.

But like there’s a couple of ideas I can think of.

With the mountain and water terrain, you could add specific items to allow someone to travel over them

Also I’ll seriously consider the Monster Energy drink :slight_smile:

Ahhh yes. For lakes, I was going to allow swimming, but with a slower speed. Like maybe it takes 2 actions for each tile.

Yes make this a meme item we need it

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Not sure if I’ll allow mountain travel. Possibly.

Other terrain I plan to have special effects. Like in forest terrain, range attacks will have slightly less chance to hit.

Ah that sounds interesting.

I was discussing earlier in this thread that I also have plans for adding skills. So like everyone will get a few random skills to select from at start. Maybe you’d choose like 1 or 2. They will be skills like increased weapon proficiency for a certain weapon, maybe nursing/medical skill that allows healing once a round, maybe tracking, maybe better running.

Also possibly limiting the how many times you can use a particular action each round. So like maybe you can only do 4 attacks out of the 8 actions. Then skills could possibly modify the limit.

How much HP do each of them have?

Jane has 8 HP and Body Armor (5).
Zone has 10 HPs and no Body Armor, but 2 Med Kits still (so 4 HPs of healing available).

If Zone walks into sniper range they probably die then

Maybe a skill to allow switching weapons to cost 0 AP?

I don’t know how strong these skills are, but I was thinking of how using 1 AP to switch a weapon was kinda bothersome

Ahh, that might be possible. Actually on the weapon, I think I’d still want it to be an action to switch weapons. But I probably will allow 2 weapons to be equipped. Like a melee weapon and a range weapon.

Oh hmmmm, Jane is asking to change their actions after locking. I assume that should be a no-no. :slight_smile:

I tend to be lenient when it doesn’t really affect things, like in this case. But probably shouldn’t allow it. Hmmm.