so, 2.0; where are we?
We're making some insane progress, that's where we are.
With the second quest completed, bug free and ingame, we're steaming ahead with the brand new Time Lord playable race.
Don't be mistaken for assuming you'll just be granted access to regeneration though. Becoming a Time Lord is so much more than that...
We've tried to emphasise the Ying vs Yang equation here when utilising a new Class system introduced into your introduction to Regeneration.
Depending on the Path you choose, (Good vs. Evil), you'll be able to eventually unlock additional abilities for that class of Time Lord.
Predominantly, the Time Lord race will also share unique benefits:
- A respiratory bypass system to allow limited underwater breathing
- Higher tolerances to Radiation (and explusion of Radiation through limb sacrifices)
- and of course, Cellular Regeneration.
The Time Lords were reknown for their mental abilities, and Telepathy and Mental Projection will play a major part in the building of your character.
Expect to be able to read the minds of NPC's, place them into temporary states of unconciousness, frenzy them into wild and lunatic states of being and even invite them aboard as a companion or hypnotise them into wicked servitude.
And we're talking ANY NPC. Providing you have the Intelligence and Perception to overcome their free will...
We're also looking at introducing a couple of new systems to counter these abilities, as we don't want to grant free Godlike access to the denizens of the Mojave...
Brainpower will be a points systems treated as a 'fuel' for your psychic abilities. Being careful to not hit 0 with this new stat will ensure your character doesn't hit rockbottom in the psychic pool (renewing options will be available).
Finally, Moods are a particular stat of this release I'm quite excited about.
To gauge the right balance between your playing methods, we wanted to come up with a system that would limit the player based on the path they chose so that they have more responsibility and less 'free-for-all' within their role as Champion of Time or Time Lord Victorious.
Moods are affected by the actions you perform as a certain class of Time Lord.
Benevolent Players will be suitably punished for wielding a gun one too many times, whilst Malevolent players will be equally punished in their own way for not performing enough evil deeds or generating enough bad karma.
Such punishments are currently being looked into, but we're going down the route of 'Insanity' and 'Depression' actor effects (which can be cured with the right treatment aboard the TARDIS).
There'll be payoffs and buffs for sticking to your chosen path, and there'll be assisting perks which will ensure the balance of gameplay is kept fair.
As an example;
You're cornered by Raiders in an abandoned office. You've chosen the Path of Benevolence; and therefore have set out not to harm a fly. Now these Raiders are mean; mean and armed. You've disarmed a couple of them using the Sonic, but they're still coming at you with their fists.
In this given scenario, there are numerous outcomes;
- You could equip a weapon, gun down the Raiders, and feel the negating side effects of your actions. Why not? Granted, you've gone against the grain of your destiny. You'll pay for that later... a mark will be held against your Time Lord stats for firing an aggressive weapon. Gather enough of these marks, and you could slip onto the Path of Malevolence...
- You could put away the Sonic and go for the melee. Why not? You collected and studied a UNIT Judo Manual from the TARDIS, you've got a nifty paralysing backhand that can put even the toughest Supermutant down when clipped with the right critical hit.
- You could run. Granted you might take a brief swipe on your posterior as you make it past the gang, but you could also flip and lockdown the door with the Sonic trapping them inside?
It's taken months to work out how to get the Pacifist playthrough in, and I think we've done it.
So there we have it; You're looking at Regeneration, new and unique Mental Abilities, some new nifty stats and a fixed, but pliable gameplay methodology that will reward, punish and be enjoyable no matter which way your character goes.