Friday 20 June 2014

He's behind you!

Time to work on my game has been limited recently due to work but I’m going to try and put out at least a little bit of information each week.  This week’s update is on noise and I’m not talking about the kids at your local club that don’t use their inside voice.

Before I can really delve into this subject, I have to reveal that models in the game do have a limited field of vision.  For the most part, this field of vision is the front half of their base.  There are two main reasons for this, one is that I had some cool ideas that needed a character to not be seen and the other is that people in real life don’t have heads that constantly spin round like Linda Blair.

In general, characters can only take actions against things within their field of vision but certain actions that are taken e.g. shooting create noise.  If noise is created within range of a character and it is not within their field of vision, it will cause them to become distracted and have a negative effect on their ability to perform actions.  As in real life, if you hear a gun going off behind you, it’s going to make you a bit nervous.  The noise also lets that character know that something is happening and allows them to change their facing prior to taking an action.  This may allow them to target something that they would not have otherwise been able to target although it will be a difficult shot to make.

In the latest episode of Hobby Sofa (due out in the next few days), I let slip that there will be characters with no ability to attack.  One of those character types are designed to cause distractions by making noise.  These will generally be quick characters that can make a noise and run away, causing the enemy player to suffer the negatives from the noise.  You would need to choose when and how you use this tactic as noise also affects friendly models if the noise maker is out of their field of vision.

This game is objective based and in some cases that will mean trying to get in and out without a shot being fired.  A big part of this is applying de-buffs to opposing models by unnerving them and making their attacks much less likely to succeed.  The inspiration for this was old sci-fi and horror films such as Alien where characters were reduced to a jabbering wreck by some skittering behind them.

That’s it for now, plans are already afoot for the next episode of Soulstone Train where I intend to reveal a bit more (and get thoroughly smashed!).

DFTBA

And

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