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- | ====== Character Profile Statistics ====== | ||
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- | Every generated character in EXODE has a number of statistics in their “profile” that affect numerous aspects of their behavior and the successful completion of tasks. | ||
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- | When a character's profile stat is above, or under, a specific level, it may generate a visible “trait” that may trigger some “perks” and bonuses or disadvantages and/or determine behavior in certain situations. | ||
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- | While improving gameplay we may decide to release many more of these stats to the player, but only when interactivity allows it without breaking the game flow. | ||
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- | The complete list of personality stats is as follows: | ||
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- | ===== SOCIAL ===== | ||
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- | **Charisma** (used in many situations, like with Citizens) | ||
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- | **Conversation** (used in many situations, like with Citizens) | ||
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- | **Diplomacy** (used in many situations, like with Citizens) | ||
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- | **Empathy** (used in many situations, like with Citizens) | ||
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- | **Intimidation** (also used in combat to determine "taunt") | ||
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- | **Leadership** (used in some authority orders) | ||
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- | **Popularity** (also affects morale loss if you lose this crew) | ||
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- | **Social Closure** (how that character appreciates being alone) | ||
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- | **Social Exposure** (how that character appreciates being with others) | ||
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- | ===== TACTICAL ===== | ||
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- | **Awareness** (used to detect hostiles, load cargo faster) | ||
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- | **Courage** (increases Taunt but also combat stress resistance) | ||
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- | **Heroism** (can trigger a berserk to save people) | ||
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- | **[[linked-pages:char-resistant|Resistant]]** (tough characters survive better) | ||
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- | **Tactical - Orders** (group bonus if several crewmen) | ||
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- | **Tactical - Cover** (for self protection) | ||
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- | **Tactical - Shooting** (for killing targets) | ||
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- | ===== BEHAVIOR ===== | ||
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- | **Agitation** (in politics) | ||
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- | **[[linked-pages:char-discipline|Discipline]]** (one of the most used during evacuation) | ||
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- | **Drugs Addiction** | ||
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- | **Federal Values** (loyalty to 2325 government) | ||
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- | **Investigation** (used to locate lost crew members) | ||
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- | **Loyalty** (to you!) | ||
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- | **Morality** | ||
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- | **Open Mindness** (stubborn characters are low in that, and harder to bring back) | ||
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- | **Secret Agenda** (chances to develop a secret plan) | ||
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- | **Speed** (used for moving between rooms and many actions) | ||
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- | **Violence** (may increase damage even when shooting) | ||
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- | ===== UNUSED ===== | ||
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- | These last stats are used to determine friendship and rivalries among the crew, with values being compatible or not with others. | ||
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- | Rivals and friends may be rolled randomly instead, in the first versions. | ||
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- | However this refined system is anticipated to allow more compatibility in citizens, and to estimate if a citizen purchased on the market could be friend with the team he will work with. | ||
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- | **Social Ties** (can trigger easier friendships) | ||
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- | **Family Ties** (the more family ties, the less happy the citizen can be from these losses) | ||
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- | **Personality Type** (one of six values) | ||
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- | **Ego Type** (one of six values) | ||
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- | **Intellect Type** (one of six values) | ||
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- | **Agenda Type** (one of six types of agenda) | ||