Progression
Everyone Wants Their Efforts To Mean Something
Characters will also gain experience and level up by completing missions and challenges, each time a character levels up they can choose to assign a point in one of four skills that will aid them in their investigations and defense against ghosts. This will further be bolstered by headquarter features.
We want to keep the skills simple, we dont want to overload our players with a plethora of character progression, the game is defined by experience and immersion, not numbers and statistics.
But, we all like a little character development, and we have kept the skills very close to how the player will experience and immerse within the game.
This system is subject to change, we are weighing up some questions of purpose with device handling and tool handling
Mental State - The lower your mental state, the more you tremble, this means devices and tools will be harder to use.
Physical State - The lower your physical state, the lower your movement speed, sprinting becomes harder as your body tires.
Device Handling - This determines how quickly tools and devices react to your input, how quickly you can deduce information from them, it emulates the efficiency and knowledge to fine tune devices to get better and more accurate readings.
Tool Handling - This determines how steady your hand is when applying an effect such as drawing a ritual cricle or fixing something, mechanical handling and application.
Players will also gain cash for completing missions and challenges as well, this is used to buy equipment, HQ features and clothing. Equipment and HQ features are character bound however, while clothing is player bound.
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