Post by cateranenforcer on Jun 17, 2016 19:02:18 GMT
Pokemon: The Heist
So I have a concept for a game I want to try and get some thoughts down before I head off on vacation. I may try to use these systems I develop in a local game as well. So here's an outline of what I want to accomplish.
As the title suggests thr idea I'm tossing around is about a team of criminals. Based loosely on the concepts of Payday: The Heist video game a number of similar movies and shows, I'm looking to try and capture some of the interesting puzzles and interactions with elaborate and dramatic crime. At the moment there are at least two systems I want craft which I am calling Casing (or Preparation) and Stealth for the time being.
Casing is the process of examining the layout and security of the crime location, also known as “casing the joint.” This may involve acquiring blueprints of the building, laying out where your target is located, planning your escape route, etc. Certain skill may apply bonuses or open up new options such as using Charm or Guile to buy off some of the guards, Tech Edu to hack the database or security systems, or maybe even Stealth to have some extra equipment smuggled inside when you get there.
Stealth mode is the default starting point from most scenarios. The authorities don't know yet that you are there until your cover is blown. Much of the time the goal will be to spend as much time in stealth as you can in order to get what you came for without police breathing down your neck. Sometimes, though you may want to end stealth immediately for a quick score, like a smash and grab type of deal. This won't necessarily refer to simply sneaking around, though you probably want at least one person specialized at remaining quiet and unseen. It also refers to shutting down security, taking out guards, making sure civilians don't call the cops on you. I'd like to develop a systematized way to handle this type of action similar to combat rounds, with each player getting a round of actions and the security getting it's own round for guard patrols, camera patterns and such, however I feel the standard combat actions are a bit too small with turns being too short in the time scale. The types of actions taken in stealth mode might take 30 seconds to a minute to accomplish like sneaking past patrols, picking locks, tying up hostages, setting up equipment and stuff like that.
The last stage of the scenario, Going Loud is pretty easily handled under the current combat rules. This simply represents something going wrong (or right) and now you have to scramble to you goal and deal with alert guards and probably police respondents.
As I said, the goal for most scenarios will be to get in without alerting anyone, but doing so for the whole mission is likely extremely difficult. Something is bound to go wrong; an extra patrol, civilian on the street sees you breaking in, a botched skill check. Going the distance would be a rare but a very rewarding haul at the same time. This sets up some interesting dynamics where failure is still a fun experience. You might trip the alarm halfway through, but you still got a big head start on the authorities.
I'll be brainstorming this over the coming weeks and have some systemic ideas already and will post what I come up with.
So I have a concept for a game I want to try and get some thoughts down before I head off on vacation. I may try to use these systems I develop in a local game as well. So here's an outline of what I want to accomplish.
As the title suggests thr idea I'm tossing around is about a team of criminals. Based loosely on the concepts of Payday: The Heist video game a number of similar movies and shows, I'm looking to try and capture some of the interesting puzzles and interactions with elaborate and dramatic crime. At the moment there are at least two systems I want craft which I am calling Casing (or Preparation) and Stealth for the time being.
Casing is the process of examining the layout and security of the crime location, also known as “casing the joint.” This may involve acquiring blueprints of the building, laying out where your target is located, planning your escape route, etc. Certain skill may apply bonuses or open up new options such as using Charm or Guile to buy off some of the guards, Tech Edu to hack the database or security systems, or maybe even Stealth to have some extra equipment smuggled inside when you get there.
Stealth mode is the default starting point from most scenarios. The authorities don't know yet that you are there until your cover is blown. Much of the time the goal will be to spend as much time in stealth as you can in order to get what you came for without police breathing down your neck. Sometimes, though you may want to end stealth immediately for a quick score, like a smash and grab type of deal. This won't necessarily refer to simply sneaking around, though you probably want at least one person specialized at remaining quiet and unseen. It also refers to shutting down security, taking out guards, making sure civilians don't call the cops on you. I'd like to develop a systematized way to handle this type of action similar to combat rounds, with each player getting a round of actions and the security getting it's own round for guard patrols, camera patterns and such, however I feel the standard combat actions are a bit too small with turns being too short in the time scale. The types of actions taken in stealth mode might take 30 seconds to a minute to accomplish like sneaking past patrols, picking locks, tying up hostages, setting up equipment and stuff like that.
The last stage of the scenario, Going Loud is pretty easily handled under the current combat rules. This simply represents something going wrong (or right) and now you have to scramble to you goal and deal with alert guards and probably police respondents.
As I said, the goal for most scenarios will be to get in without alerting anyone, but doing so for the whole mission is likely extremely difficult. Something is bound to go wrong; an extra patrol, civilian on the street sees you breaking in, a botched skill check. Going the distance would be a rare but a very rewarding haul at the same time. This sets up some interesting dynamics where failure is still a fun experience. You might trip the alarm halfway through, but you still got a big head start on the authorities.
I'll be brainstorming this over the coming weeks and have some systemic ideas already and will post what I come up with.