Justin Oldham, creator of A.C.: After Collapse, talked about some of his future plans for this
game. “I want many of old school
post-nuclear gamers like myself to feel like they are visiting a good friend,
something they remember fondly. With
older armor types to work with, it’s possible to introduce near-future systems
at a later date…afar everyone has a taste of the post-collapse world.”
What is the important of PPE in post-apocalyptic imagery? Justin said, “Throughout the 1950’s and
1960s, it was widely believed that nobody at all could survive a nuclear
war. Begging in the 1970s on through to
the present, we’ve seen soldiers train to use rubber suits that fit on over
their uniforms. There was a point the
image of gas masks was powerful, eventually replaced by that mask-and-suit
combination. As we look forward in to
our own near future, we can see that armor and NBC protection are going to
merge. When they do, that new
combination of equipment will be the ‘image’ that dominates books and movies
for as long as those technologies exist.”
How does the system of Armor Points work in this game? Justin explained, “Characters and NPCs rely
on their Total number of Armor Points (TAP) to stop attacks that hit them, or
to reduce the amount of damage they inflict.
The damage that Characters and NPCs may be subject to is: High Velocity
(HV), Low Velocity (LV), or Energy-based (EN).
Armor types are intended to simulate increasingly more effective forms
of protection based on the materials, which are: High Velocity (HV) (vs. HV
damage), Low Velocity (LV) (vs LV damage), Multi-role (MR) (vs. HV and LV
damage), and Universal (UN) (vs. HV, LV and EN damage). The damage inflicted by a successful attack
that has hit its target is compared to the victim’s TAP, any amount less than
the TAP means the attack was stopped; meaning the individual or item is
unharmed. If the attacker’s damage is
greater than the total amount of Armor Points a defender has, any remainder
that is more than the target’s total # of Armor Points will penetrate (i.e.,
gets through to harm them. To simulate
the wear and tear of equipment in combat, players are allowed to decide which
piece of equipment they have will lose one Armor Point every time their TAP #
is exceeded (i.e., penetrated). Gradually,
their equipment with Armor Point Values will be worn out and destroyed.”
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