Development Update on 2.0 - Time Lords..

Afternoon all,

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?
These 3 options are just examples of the gameplay you could utilise when running through your characters gameplay.

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.

Demeggy

31 comments:

Anonymous said...

Sounds Awesome, but are they're ways of making up for malevolent points or you could just be neutral in general?

Kris said...

Not sure I follow what you're asking? Is that two questions?

Anonymous said...

Wow Amazing Can't Wait Kris
However you should leave the mod for now.Enjoy the sun while it last.we don’t always get weather like this now do we

Best Wishes XGamesX_0

Anonymous said...

DoctorWhose Hows The Console Room Coming On

Anonymous said...

I have a bug, later repair the power cell, I lanch correctly the Tardis but during the flight there aren't the tips for landing.
The ship is shacky and there isn't the noise of the engine.

An Avid Fan. said...

That was quite a read, being a Time Lord is sounding awesome.

I am playing a pacifist character currently and I have to say playing it without hurting people is really hard, sometimes there just isn't a choice. Though I never do get bored of locking bad guys in a room.

Kris said...

That's the intention of the Judo ability :)

Anonymous said...

Kris Heres A Sonic Screwdriver Model http://www.blendswap.com/blends/view/67694

Jack Wanner said...

Mind blow! From the Jethryk from The Ribos Operation, and the spears of Sevateem from Leelas tribe, the mod is not only littered with content, but also smaller references which are equally awesome. Seeing the direction you are taking it in future waves only serves to reinforce the supreme esteem with which I already hold the mod, and it's creators.

SweetsBlues said...

Will killing some robots(by using a granade\mine for example) affect you? They're not a human-beings (not all of them) so...

Kris said...

Cheers Jack, there are plenty of classic references coming up ;)

Robots... that's an interesting one really. We're looking at robots and creatures under a different light really... will give more info on that later.

Anonymous said...

im sorry what i meant t his morning was is it possible to just stay sort of neutral, not much good or bad.

Kris said...

You can, as part of your 'Initiation', but neutrality doesn't unlock the abilities that come with the ying or yang.

Anonymous said...

Not to be Mr. Language-Professor here.

But it's Yin and Yang, there's no such thing as Ying.

Anonymous said...

It should also be noted that the Yin-Yang analogy may not be the perfect fit for what you're trying to go for here.

Yin is Passive, Feminine, and Dark whereas Yang is Active, Masculine, and Bright.

An Avid Fan. said...

Well it obviously means something different on Gallifrey:)

Raverbane said...

This stuff looks amazing. Quick question. How do the actions of your companions play into the Benevolent / Malevolent system?

Raverbane said...

Oh! One other question. How will vanilla and DLC implants ne affected by the regeneration system?

Anonymous said...

And how will locking people/enemys in a room work? I've tried that, but they just open it somehow.


- Joey

SweetsBlues said...

That'll work only if they don't have a key, i guess.

Kris said...

Grammar Nazis aside, its clear the angle we're taking here... ;)

The Class of Time Lord you choose will define the rewards and penalties you incur.

DLC and implants will only affect vanilla stats and not your Time Lord biology.

TardisBlue said...

What about Venusian Aikido power attacks? :P The third Doctor would approve!

Onto a more serious question: (don't know if you can answer this yet without spoiling anything with the Fobwatch...) Will the Timelord race include any face Presets representing the original Doctors? I'd love to die 10 times over just to get a bow tie!

Joshua Merrick said...

Will there be an option for a more neutral player? what would be the effects of playing fairly 50/50? will that exclude those of us who don't want to play somone totally good or evil from any of the coolest abilities?

I love this mod and I would hate to see it suffer from paragon/renegade syndrome ala mass effect.

retyrant said...

awesome!!! but what happen if a companion kill all the raider???

Anonymous said...

This looks very ambitious, and as a fan of both Fallout and Who I'm very much looking forward to this. One thing that I was curious about, is if this will possibly see life in Fallout 3 as well? That would be entertaining enough by itself, but I also saw something interesting that would tickle any Who fan to see interaction with.

http://fallout3.nexusmods.com/mods/8747/?

It's still in development as well, but something tells me that a game which had that AND Time Lord fun put into the same directory would likely cause massive nerdgasms.

If something like this has previously been mentioned, I apologize, I just saw these two things and couldn't help but wonder what that would be like. Thank you for your time, and for an awesome looking mod! I cannot wait to dig into it!

--Rand

An Avid Fan. said...

If you dont know already look up Last Child of Gallifrey on the Fallout 3 Nexus, also Ghosts in the Machine, it was made by Demeggy and Spyduck also, that was the starting point for Fallout Who.

Dracony said...

I don't feel like playing anymore until the next Wave is out, it's so hard to progress as pacifist and the sonic screwdriver won't do anything to mske the enemies "stop", and I don't like to waste playing now don't getting any of the morale things from the next Wave.

Dracony said...

Oh, and if I didn't mention, BEST MOD EVER CREATED FOR ANY GAME EVER. It's 100 times better then the adventure games. I would consider this the only true Doctor Who game. Also, I have not run into any bug at all. :3 Only thing I have noticed are some things not being colored after the original console, like the screen being white while it's actually brown etc, and the the engineering skill is too grindy right now, but I know you will add more stuff to craft in later Waves, awesome work. Keep the heat up guys! :)

Anonymous said...

Thanks, Avid Fan, I'll take a look at that. Though I meant more along the lines of what they're doing right now, as it seems much more intensive a mod. I suppose an easy way to know would be if it were compatible with TTW. I've not even begun to dig into mods yet, so please excuse me if I sound like the ignorant newbie on the subject that I am.

--Rand

Dionysus said...

Well, it shouldn't be forgotten that combat in and on itself is an elemental part of the core-gameplay of Fallout New Vegas.
So I'm a bit sceptic on how this will translate.

With my playstyle I fear to be "forced" onto the evil part because I will use guns, but then be punished for not racking up enough evil karma. Especially when you need to go far enough in either direction to reap some benefits.
It's the usual problem with karma and karma being linked to perks/rewards.

Kris said...

Relax all, we're looking at ways in which to not throttle your experience.

The core element of Fallout Who Vegas way back was to introduce a gameplay style for New Vegas that forced players to use their wits rather than their brawn. If I can develop the right mechanism and balance for both, then it's a win win.