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Modiphius > Fallout: Wasteland Warfare
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New Interview with Chris Birch of Modiphius regarding Fallout Wasteland Warfare.

posted May 07, 2017 17:05:32 by Martintoney2012
A new interview has went live with Chris Birch regarding Fallout Wasteland Warfare via the news outlet, gamer-feed.com
Links below:

http://www.gamer-feed.com/2017/05/06/chatting-about-fallout-wasteland-warfare-with-chris-birch/

Highlights include:

- Raiders, The Institute and other factions confirmed plus a Wasteland Survivors Faction which includes
The Lone Wanderer.

- Machines, vending machines, crates, rusted cars etc will be cast in resin. There will be clip together pre-coloured
card buildings that can be played right out of the box.

- It will be playable on a 3x3ft or 4x4ft wargame table.

- Regarding Perks. Perks will be something you purchase with caps as your leader develops and these perks will give benefits to the Leaders or their crew.

- Factions can be mixed and matched to build crews or played as a single faction as part of narrative driven campaigns.

- There will be a Super Mutant Behemoth.

[Last edited May 07, 2017 17:16:57]
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14 replies
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DCP said May 07, 2017 23:50:04
"- Regarding Perks. Perks will be something you purchase with caps as your leader develops and these perks will give benefits to the Leaders or their crew."

WHY NOT JUST A NORMAL EXP SYSTEM!!!!, kill X or do X get Y EXP this just seems to be an RPG oversight
just someone who want's the best but always expects the worst
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Martintoney2012 said May 08, 2017 00:54:28
WHY NOT JUST A NORMAL EXP SYSTEM!!!!, kill X or do X get Y EXP this just seems to be an RPG oversight


If I were to take a guess, my assumption is that Caps can be found in the campaign or possibly salvaged via objectives in matches. Honestly, an Exp Upgrade would probably be better, but a Caps system where you buy skills might help make the game more
accessible.
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SteveHanson said May 08, 2017 03:52:44
@martin, thanks. This is good info.
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Martintoney2012 said May 08, 2017 12:49:40
@martin, thanks. This is good info.


Happy to help.
Ad Victoriam, Brothers and Sisters.
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DCP said May 09, 2017 06:29:17
If I were to take a guess, my assumption is that Caps can be found in the campaign or possibly salvaged via objectives in matches. Honestly, an Exp Upgrade would probably be better, but a Caps system where you buy skills might help make the game more
accessible.


"More accessible"? The idea of EXP has been around since Dungeons and Dragons maybe longer there is physically no better tested, used or understood system then EXP, plus what does that do to buying and selling things
just someone who want's the best but always expects the worst
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Martintoney2012 said May 09, 2017 13:33:51
"More accessible"? The idea of EXP has been around since Dungeons and Dragons maybe longer there is physically no better tested, used or understood system then EXP, plus what does that do to buying and selling things


More accessible as in, easier to grasp and understand for non-wargamers or those unfamiliar with RPG's. I'm not
saying and nor would I ever say buying skills is better than a legitimate Experience System, only that it's easier
for the layman to get to grips with. Streamlining and accessibility have been in the cycle of wargames for a long
time now. Simpler games roll around when the generation gap starts to show and the wargame/RPG scene needs some
new blood. So streamlined rule sets and easier to grip structures become prevalent for a while. As the current
generation of games move on to more complex games, the next generation moves into their spot of more accessible
games. But I'm getting off topic now so I'll stop here.

My point being this game isn't made just for us, people who have previous experiences with wargames and RPG's.
It's made for a plethora of people of varying experience in games. It's easier to say you get 10 caps for
completing a mission so you can buy two skills that cost 5 caps each, than it is to say X monsters is worth X
Exp and completing task X is worth X Exp, the sum total of which must be divided amongst available skills with
X value or lower.

Furthermore, there might not even be a reason to keep stat checks that would typically come with an RPG styled
wargame, the idea of being able to buy an upgrade suggests it's an instant permanent buff, rather than an
improvement in one specific area that grows naturally throughout the game.
For example, rather than killing X creatures to earn Experience points which can be spent/used to boost ones
dexterity, it's easier to just drop some caps on a skill that improves dexterity by 5 points. No stat checking or
record keeping required, you just get the same end result easier and quicker which, again, makes the game more
accessible to more people.

Is buying skills better than a fleshed out Exp system? No, not by a long shot. Is it easier and more accessible to
just spend 10 caps and not need to worry about Exp levels and/or stats? Absolutely, yes.
But I repeat, it's not better.
[Last edited May 09, 2017 13:34:18]
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Lane said May 11, 2017 15:09:25
It's a bit silly complaining about CAPS vs XP given the chance they are the same thin.

I suspect CAPS are a combined balancing mechanic. They could represent army points, XP and cash all at the same time. As the leader of a Raider gang I have 200 CAPS to spend, My leader is 20 CAPS and other members are 10 CAPS each. I chose to go with a leader and 10 Raiders leaving 80 CAPS for Perks and Gear. Two Raiders get Buffout at 5 CAPS each and one has a Super Sledge for 5 CAPS. Another Raider has the Heavy Gunner perk and a Rocket Launcher for 15 CAPS. The leader has Heavy Armor and a Combat Rifle plus some leadership and combat perks for 50 CAPS.

Depending on the scenario and type of game there may be CAP limits on Perks and Gear. This could take the form of Squad/ Crew limits of max 50% Perks and 25% Gear or per model limits Perks + Gear equal to base model cost.

In a lot of ways this is better than a non unified system. The same mechanics could be used for campaign, one off and tournament play. In a campaign you would not need to track each models individual XP or actions to earn them.
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ChrisBirch said May 21, 2017 16:01:26
@Lane said May - that's pretty much what we're aiming for. Each figure will cost x caps, new gear will cost caps, upgrades to your settlement for campaign plan will cost x caps and s on. Game 'experience' will most likely come in the form of caps - with some limitations on spending.

You'll have a total caps total for your campaign game which can can spend on setting up your base if you're playing a defence game. Maybe you'll split it between units, turrets, cover, resources etc? At the end of the game you'll gain some more caps based on the objectives, and if you lose you still have the same points total so you can try a different strategy next time.
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R.S. Tilton said May 23, 2017 05:53:10
XP has also been around since the inception of Fallout, That's how you bought perks, not with caps.
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Jordan.Peacock said May 23, 2017 13:12:34
Okay, what I want to know is: How do we keep track of caps? Is it some sort of sliding clip scale like Zombicide, or a punch-out chart with pegs to stick in holes like Mutant Chronicles: Siege of the Citadel? Or, do we actually get "cap" tokens to accumulate?

(For a way of keeping track of something that's largely abstract and a resource that's going to go up and down, I think I'd prefer some sort of "sliding scale" tracker -- with a clip or a peg or a marker of some sort to show the current Caps/XP total on the scale -- rather than physical tokens that add to the clutter, even if I DO find a certain tactile appeal in the thought of employing a bunch of bottlecaps with custom "Nuka Cola" stickers on them as counters for the game. ;) )

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DavidRosson said May 23, 2017 20:52:17
Okay, what I want to know is: How do we keep track of caps?

As I'm betting we will be dealing with cap totals in the 100s or even 1000s, probably on a piece of paper since that number would be unwieldy to tokenize. :)
"It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
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Jordan.Peacock said May 25, 2017 13:20:00
As I'm betting we will be dealing with cap totals in the 100s or even 1000s, probably on a piece of paper since that number would be unwieldy to tokenize. :)


Ha! Now I'm imagining Monopoly-style paper money ... only it could be printed as NCR bills. :)

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KostiKorhonen said May 28, 2017 18:37:21
Ha! Now I'm imagining Monopoly-style paper money ... only it could be printed as NCR bills. :)



NCR money, that rocks! Make those printing machines sing! Not to mention counterfeiters! lol

Ingame currency would be great! This game has insane possibilities for home-brewn rules too!
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Alex Harley said Jun 10, 2017 02:17:09
I could imagine a settlement defense game mode where each player can spend a certain amount of caps each wave to boost defenses or add to your wave. (Player 1 spends 10 caps for a turret and 5 caps for a barricade and player 2 spends 20 caps on a couple raiders to attack with.

Would this be a good game mode?
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