ll Rights Reserved · features unique character customization, skill-based crafting system, AI...
Transcript of ll Rights Reserved · features unique character customization, skill-based crafting system, AI...
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© 2010-2018 GAMEPIRES ALL RIGHTS RESERVED
ll Rights Reserved
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© 2010-2018 GAMEPIRES ALL RIGHTS RESERVED
CONTENTS What Now? ....................................................................................................................................................................................................................................................................................................................... 5
The Story .......................................................................................................................................................................................................................................................................................................................... 5
Not too distant future from now..................................................................................................................................................................................................................................... 5
Reality TV ............................................................................................................................................................................................................................................................................................................... 5
Body Control Implants .......................................................................................................................................................................................................................................................................... 6
The Name Of The Game ................................................................................................................................................................................................................................................................ 8
The Island ................................................................................................................................................................................................................................................................................................................. 11
Character Customization ............................................................................................................................................................................................................................................................................ 12
Visuals .............................................................................................................................................................................................................................................................................................................................. 12
Attributes ..................................................................................................................................................................................................................................................................................................................... 12
Strength Attribute (S) .................................................................................................................................................................................................................................................................... 13
Constitution Attribute (C) ....................................................................................................................................................................................................................................................... 13
Dexterity Attribute (D) ................................................................................................................................................................................................................................................................ 13
Intelligence Attribute (I) .............................................................................................................................................................................................................................................................. 13
What Do These Attributes Mean? ............................................................................................................................................................................................................................ 14
Stamina............................................................................................................................................................................................................................................................................................................................ 14
Maximum Stamina (MSI) ........................................................................................................................................................................................................................................................... 15
Current Stamina (CS) ................................................................................................................................................................................................................................................................... 15
Stamina Duration Maximum (MS) ............................................................................................................................................................................................................................. 15
Stamina Change Rate ...................................................................................................................................................................................................................................................................... 15
Example of how Stamina/WLT work ................................................................................................................................................................................................................. 15
Skills ................................................................................................................................................................................................................................................................................................................................... 16
Skill Examples .................................................................................................................................................................................................................................................................................................... 16
Strength ................................................................................................................................................................................................................................................................................................................. 16
Constitution ....................................................................................................................................................................................................................................................................................................... 17
Dexterity ............................................................................................................................................................................................................................................................................................................... 17
Intelligence ........................................................................................................................................................................................................................................................................................................... 18
Basic Movement ................................................................................................................................................................................................................................................................................................. 18
Stances ............................................................................................................................................................................................................................................................................................................................. 19
Standing .................................................................................................................................................................................................................................................................................................................. 19
Crouching .............................................................................................................................................................................................................................................................................................................. 19
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Prone ........................................................................................................................................................................................................................................................................................................................... 19
Gear .......................................................................................................................................................................................................................................................................................................................................... 20
Inventory Space ................................................................................................................................................................................................................................................................................................ 20
Examples of Gear ...................................................................................................................................................................................................................................................................................... 21
Weapons ........................................................................................................................................................................................................................................................................................................................ 22
Weapon Examples......................................................................................................................................................................................................................................................................................... 22
Ballistic Formulas .............................................................................................................................................................................................................................................................................................. 23
Food And Metabolism ...................................................................................................................................................................................................................................................................................24
Nutrients ......................................................................................................................................................................................................................................................................................................................24
Energy ............................................................................................................................................................................................................................................................................................................................24
Fats............................................................................................................................................................................................................................................................................................................................ 25
Saturated Fats ....................................................................................................................................................................................................................................................................................... 25
Sugars ..................................................................................................................................................................................................................................................................................................................... 25
Sodium (Salt) .............................................................................................................................................................................................................................................................................................. 25
Proteins ................................................................................................................................................................................................................................................................................................................. 25
Carbohydrates .......................................................................................................................................................................................................................................................................................... 25
Fibers ....................................................................................................................................................................................................................................................................................................................... 26
Food Examples ........................................................................................................................................................................................................................................................................................ 26
Food Deficiencies ............................................................................................................................................................................................................................................................................................ 27
Energy Deficiency ................................................................................................................................................................................................................................................................................. 27
Physical Condition ........................................................................................................................................................................................................................................................................................28
Nutrition-Based Avatar Visual Representation ....................................................................................................................................................................................... 29
Water ....................................................................................................................................................................................................................................................................................................................................... 29
Water consumption rates ................................................................................................................................................................................................................................................................. 30
Water Containers/Drink Types Examples .......................................................................................................................................................................................................... 30
General Health ....................................................................................................................................................................................................................................................................................................... 30
Wounds / Cuts / Bleeding ............................................................................................................................................................................................................................................................ 31
Diseases .......................................................................................................................................................................................................................................................................................................................... 31
Example of a Disease (*WIP/subject to change*) ................................................................................................................................................................... 32
Experience, Fame And Rebellion Points- Game Leveling And Progress .......................................................................................................................... 32
Experience Points .......................................................................................................................................................................................................................................................................................... 32
Performing Actions And Experience Points ........................................................................................................................................................................................................... 32
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Fame Points (After EA Release) ..................................................................................................................................................................................................................................... 35
Events System .................................................................................................................................................................................................................................................................................................. 35
Rebellion Points - Storyline (After EA Release) .................................................................................................................................................................................... 36
User Interface And Controls ............................................................................................................................................................................................................................................................ 37
Music And Sound Effects ............................................................................................................................................................................................................................................................. 37
THE ISLAND .............................................................................................................................................................................................................................................................................................................. 39
Mediterranean Environment ........................................................................................................................................................................................................................................................... 40
Continental Mainland/Plains/Forrest Environment ................................................................................................................................................................................. 41
Mountain/Forrest/Dinaric Alps Environment ....................................................................................................................................................................................................42
Settlements And Facilities ....................................................................................................................................................................................................................................................................... 43
Example of the Base - Paladin BCU Development Facility (planned after EA release as a part of Campaign) ......................................................................................................................................................................................................................................................................................................................... 43
AI Controlled Enemies - The Puppets (After EA Release) .......................................................................................................................................................... 44
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© 2010-2018 GAMEPIRES ALL RIGHTS RESERVED
WHAT NOW? You are about to be dropped onto the island to fight for your life by participating as a new-age gladiator in the cruel horror reality show called SCUM. Surrounded by the hostile environment, other not so friendly prisoners and AI “puppets” controlled by TV Company, you will have to find a way to
get away from the island and join rebellion forces to bring down oppressive new world order. To achieve that you will have to make alliances with other prisoners, explore island and exploit its resources, learn hidden secrets and solve numerous puzzles, but above all, you will have to survive first.
SCUM is a next-generation story-driven survival game with SP, MP and COOP survival options. It features unique character customization, skill-based crafting system, AI controlled puppets, crossbreed
between sandbox survival gameplay with higher goals incorporated within an interactive story, detailed
health/metabolism system, stunning visuals powered by the latest technology – UE4 and detailed
storyline to make it an extra special gaming experience for every survivalist.
THE STORY
NOT TOO DISTANT FUTURE FROM NOW It is the time of a new world order. Large private corporations have taken full control over the world and its resources. Countries and governments are merely the pawns controlled by money and interests of
the corporations. The whole world has been united under the reign of greed for a profit. In the history of human kind, there has not been a greater gap between rich and poor; between elite and the rest of
population. All people were turned into slaves, into simple tools for creating more money for that 1% of
the privileged people who regard themselves as the rulers of the Earth.
Most of the population is not taking this state lightly. Deprivation of the society means that crime rate
is skyrocketing. Repression by the police and military forces has been keeping things under control but more and more people are starting to defy the rules, openly showing their disobedience and calling for a justice. They are declared as criminals/terrorists and then transported to the privately held
correctional facilities. Once people get locked away they rarely survive long enough to get out of those institutions alive. In addition, those rare few who somehow manage to survive the prison terms, usually end up with serious mental disorders and die quickly upon the release, being unable to adapt back into
society. There are rumors about illegal experiments conducted on the prisoners, but there were only unjustified claims since nothing has been proven so far.
REALITY TV The elite want to keep things under control and to retain existing situation at all costs. A death penalty have been declared even for a lesser crimes, but that didn’t help much to improve the situation.
Finally, the proposition came from TEC 1, global broadcasting company that was accepted and project “Island” has been launched. Solution was simple, instead to oppress people even more, a special TV reality show was created that will be broadcasted 24/7. Concepts proven many times during the course
of history worked again as planned. As long as people are entertained, they forget about the real
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problems.. For the purposes of the show, the whole island is transformed into a heavily secured location.
Throughout the area broadcasting equipment is installed and the island is then populated by modern-age
gladiators, i.e. prisoners sentenced to death. All former residents are moved to other locations and those who don’t want to leave are simply left to die. Prisoners themselves are parachuted from the sky in small groups and left to build their own violent society.
Although the island’s perimeters are heavily guarded, many try to escape; however, there is no official confirmation that anyone has succeeded in their attempt. On the other hand, rumor has it that there are a few successful escapes during the first season of the show and that a secret alliance called
‘Renegades’ has been formed by ex-cons to fight the oppression. So far, the government has neither confirmed nor denied the existence of ‘Renegades’ resistance movement.
BODY CONTROL IMPLANTS For the purposes of the show, the convicts have bio control units (BCU-2) implanted in them, which connect directly to their spinal cord. BCU-2s
are the very first mass-produced bioengineered AI units capable of controlling any kind of living organism. The BCU-1 was originally used for medical purposes only: to keep the brain-damaged patients alive by
inducing a coma and stimulating their life functions until the patients get better. However, an upgraded version of the unit was then produced for the industrial and military purposes. This upgraded
version, the so-called BCU-2, was a radio-controlled unit with more options and it could replace all the subject’s basic brain functions.
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What this means is that once the real brain dies, the company could easily take over the subject’s
body and control it by a simple programming code injected into the BCU-2 unit.
The common practice of BCU-2 usage is to take control over the body when the subject dies. In this case, the BCU-2 starts to activate all subroutines and it takes a few minutes for the unit to resume
all bodily functions. Once this happens, the corpse is reanimated and is thus brought back to life. To stay operational, the unit has to ensure a sufficient energy flow by food consumption. The subjects controlled by BCU-2 unit are programmed to attack the living convicts and they feed off their flesh
until the victim dies and becomes controlled as well. All BCU-2 units are capable of intercommunication via shortwave radio signals within the range of 250m. Depending on the programming, BCU-2 units can perform various bodily actions such as walking, running, jumping, climbing and grasping. To a certain
extent, they can even coordinate the limbs to perform complex actions such as wielding a weapon or
throwing a rock. If the unit is fully charged, it may stimulate the body to move faster than a normal
human being does, but as its energy runs out, the controlled subjects are slowed down and experience
only occasional energy bursts. These subjects are also known as ‘ puppets’, ‘ spooks’, ’biters’, ‘walkers’, ‘ pawns’, ‘ roamers’ or ’runners’.
The BCU-2 is capable of broadcasting footage directly from the subject’s eyes and this feature has become extremely popular among the viewers. To be able to experience the very last moments seen by a
dying man is an instant hit on television and has helped TEC 1 to take reality TV to the next level. The software that controls BCU-2 units can be upgraded from the TEC 1 network servers in real-time. There are rumors about new software upgrades allowing pay2move service, which enables the viewers to
control their own ‘ puppets’ during the live show broadcast.
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All BCU-2 units are equipped with a locator and a small explosive charge which activates if an attempt
to remove the device has been made. It is not completely impossible to remove it; yet, the removal process
requires surgery and some knowledge in electronics. It is also recommended that it’s carried out during general anesthesia. Also, BCU-2 units can be jammed and disabled for some time or permanently. For both options, additional hardware and software may be required. Jamming devices can limit or cut off
the communication between the implant and master server by generating white noise. Using jammers for longer periods of time may result in the activation of the self-destruct subroutine within the BCU. Once it is activated, the convicts have a limited time to restore the BCU’s connection with the master server.
When the connection is restored, the self-destruct sequence is turned off. To disable the implant, the BCU has to be reprogrammed to simulate correspondence with the master server. This is done with a device capable of making the connection with the BCU and certain software that acts as an upgrade.
Before disabling the unit, it is necessary to cut off its connections with the master server; otherwise, the
unit will detect an unauthorized access and trigger the self-destruct sequence.
All the ‘ puppets’ can be terminated only if their BCU is destroyed or removed. The implants can be manually torn off of the back of the neck or smashed by striking with them with a hard object. Once
the units have been destroyed or removed, the self-destruct sequence will initiate (announced by a beeping sound) and after 30 seconds, the explosive charge will be activated.
THE NAME OF THE GAME The convicts are transferred to the island by air. Before the departure, they are allowed to take a few items with them. They can select them from the list of offered items: these can serve for defense (knife, brass knuckles, pepper spray, hand axe, etc. ), survival (pocket Swiss knife, compass, flashlight,
map, lighter, matches, survival guide, fishing gear, etc.. ), protection (bug repellents, small first aid kit, bandages, antiseptic wipes, alcohol, butterfly closure strips,... ) or they can comprise plain food and water ratios (Military MRE, 0.5l bottle of water, canned food). The newcomers are dressed in
standard prison jumpsuits of orange color and provided with parachutes. Once they are delivered to the drop location, they are pushed out of the plane. Most manage to open the parachute and survive the fall. It is not uncommon that the prisoners on the island wait and kill the newcomers when they are in
the air, looting their bodies upon landing. It is recommended to activate the parachutes as late as possible to buy some time for an escape out of the drop location. Except for the convicts, the planes also drop supplies for the prisoners on the ground. These can contain anything from food, weapons,
ammunition to clothes and gadgets. Sometimes fake booby-trapped supplies are dropped, too. The dropped supplies are regarded as hot zones because they attract gangs of prisoners, who fight among
themselves for the dropped cargo.
Once they are on the ground, the convicts are free to do whatever they want to in order to survive –
there are no strict rules. Most of them do get killed in the first 24 hours anyway. The rest, those
that manage to survive, have a chance to achieve the celebrity status and become as popular as movie stars. The celebrity status might provide them with additional sponsored items that are dropped in the vicinity of their locations. However, the same status may prove to be dangerous, being loved by viewers
is a good thing; still, gaining too much popularity will put a price on your head! The easiest way to get attention and gain popularity is to kill a celebrity. Popularity points (achievements) are somewhat
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proportional to the time of survival on the island. More kills usually means more popularity points, but
sometimes the plain survival and escape from difficult situations could bring even more points. It is not
unusual for the audience to identify with the positive characters’ suffering and struggle.
Although extremes always attract the viewers’ attention, positive characters rarely stay alive long
enough. In the first season of the show, a few exceptionally positive characters grouped up to survive. Eventually, the group became larger, influential and strong enough to start reorganizing chaos into a well-balanced society. Soon enough, the audience started to regard them as heroes and hope arised
among the common people, followed by an increase in disobedience towards the government and the ruling elite. As canceling the show would make people even angrier, the producers decide to provide positive characters with tougher challenges and several new deadly scenarios are staged in an attempt to
eliminate the leaders of the group, who always miraculously manage to survive. The ratings went up and
the whole world starts watching the show. It all ends with the leaders of the group disappearing at the
end of the first season while engaging in conflict with the hunters (a mercenary squad dropped onto the
island to hunt and kill prisoners for trophies). Apparently, their bodies completely disintegrated after an
explosion – that’s what the producers claim. This grand finale episode breaks all the ratings;
supposedly, over 70% of population watched the end of the first season. Thus, “SCUM” becomes the
most successful show in the history of television. The story doesn’t end here – a few weeks after the
first season has ended, the first activities of ‘Renegade’ resistance movement are recorded. Allegedly, the lead characters have survived, removed their implants and managed to get off the island. The rest of
their allies break into smaller groups and the affairs on the island soon gravitate towards the initial chaotic state.
The newcomers have to secure the bare necessities first, which means that they have to search for food, water and clothes. However functional they may be, orange prison jumpsuits are easy to spot from a distance and one of the rules of survival is to blend with surroundings as much as possible.
Nobody wants to be a target. There are plenty of things lying around the island, waiting to be found. Items can be obtained from puppets or from other convicts too, but usually they will be reluctant to give their possessions away. Every encounter can be potentially lethal and it is desirable to be very
careful when other convicts or puppets are encountered. Other than that, the convicts can form clans, gather supplies together but it is always a good thing not to trust anybody because friends on the
island are as frequent as tooth fairies. Once per day, the top five most popular convicts are projected by BCU implants to all prisoners on the island.
More prisoners usually create a base or a stronghold once they group up and decide that they will
stay on the same place for a longer time. The group has to be strong enough to be able to defend their base against all attacks, and if they succeed in doing so, they may become an influential factor
in the region. On several occasions during the show, the prisoners try to establish their communities and some of them even last for longer periods. Unfortunately, no group manages to survive for the duration of the whole season, mostly because of the conflicts among the existing factions.
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Encounters
Almost during the whole first season of the show, there are no other scenarios than capturing life or
death situations between prisoners and puppets. Occasional encounters with wild animals or former island residents are presented as well, but it’s only at the end of the first season that the producers decide to spice things up with custom-based scenarios. The main reason for interfering in the lives of the
prisoners on the island is to keep under control the faction that threatens to take over the island. A special tactics group is deployed directly at the HQ. The audience welcomes this outer interference and for the next season, the producers arrange several scenarios to pump up the tensions on the island.
Firstly, the puppets are upgraded with a new kind of software and become capable of performing more
actions – group movement and action. Now it’s possible to carry out a large-scale attack on a certain
area, or route a horde of puppets to roam in certain directions. These hordes then serve as moving walls that can block or redirect the prisoners’ movements, even split large groups into smaller ones if
necessary.
For the purposes of the show, the producers also arrange the control over the weather conditions. Most
of the time they leave it as it is, but sometimes, when it’s necessary for the atmosphere, they change the ambience setting by pulling on clouds and starting storms.
Large-scale disasters such as forest fires, earthquakes and floods can be initiated at will. Even
genetically modified pests (mosquitos, killer bees) can be released on certain areas – upon request.
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Companies have invested large sums of money on bioengineering; years of research and development have
been spent to create special animal breeds for military purposes and attacks. These animals wear
implants with the last generation of BCUs, have a natural body armor, some of them even possess bioweapons, while others are genetically modified crossbreeds. It is not unusual for these species to be tested on the island. Company would drop a few of those creatures on a certain area and leave them
to cause havoc until they are dead. Each generation of these bio-animals gets improved until the perfect killer is created.
In the second season, Company will introduce special hunting session episodes featuring viewers as participants of the show. Some of them are rich citizens and others are picked as lottery winners. They
are deployed on the island for a limited period – 1-3 days and left there to hunt for the prisoners.
The hunters with high scores are given wealthy rewards, usually money or stocks, but most of them are
there for fun and glory. Their goal is to track down popular convicts and kill them. The more popular victims will assure more praise from the audience. All the hunters choose their weapons and armor. They
are usually heavily equipped but that does not guarantee that they will get out of the island alive. Actually, the mortality rate among them is high among because most of them come to the island unprepared. Also, the convicts see in them a fantastic opportunity to get hold of weapons, armor and
other tech toys. It is not unusual that the convicts turn the tables and hunt the hunters down to get their goodies. And guess what? That is what the viewers like the best! Once their deployment time runs out, the hunters have to pick a zone where some sort of transportation awaits them. If they miss their
ride, they remain on the island until the next group of hunters is deployed.
On several occasions, special military squads can be deployed on the island. The purpose of their deployment is to destabilize larger and organized groups of prisoners or to eliminate popular convicts
who pose a threat to national security. These black ops are usually hidden from the TV cameras. The
last known black op happens during the second season and is a rescue mission for the survivors of the flight MB324, the plane that crashes on the island. Apparently, the producers have deliberately crashed the plane to boost the number of viewers.
THE ISLAND The island has been selected for several reasons: it is located on a remote location, far away from the usual sea traffic routes. Before “The Island” project, the island has a population of 200K people.
There are several smaller cities, many small settlements and villages, farms, an airport, a military base, several industrial areas and a prison facility, of course. It’s a green island with a Mediterranean
climate: the forests and fields are full of wildlife and it’s a pleasant place to live. Its coastal area is
dotted with nice beaches, hotels and holiday resorts, while its central part is mountainous, with thick vegetation and snow-covered mountains throughout the whole year.
So what is the deal here? Well, nothing too complicated: where there is money, there is a way! Aided by the local government, corporations start to lay off residents with the excuse that business is going bad. Without jobs and a steady income, everyone turns to the black market, which is controlled by the same
people. Crime and violence escalate along with criminal activities. The police and military start patrolling the streets and a dusk-to-dawn curfew is imposed. Still, these security forces do not provide any sort
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of protection; instead, they continue to oppress people regardless of whether they are obedient or
disobedient. Then, as if this wasn’t bad enough, an “accident” occurs at the chemical plant, which results
in toxic materials spreading via air and water. This then leads to an epidemic and soon people are dropping dead like flies! Quarantine zones are created and all the sick and infected are successfully “neutralized”. The rest of the survivors are offered small settlement fees if they agree to relocate
from the island, because the government has to carry out a detailed inspection. The smart ones accept this and leave, while the rest simply disappear in the systematic cleansing operation that follows. Once the alleged decontamination is finished, the government declares that everything is safe but that the
former residents (the few thousands who have left the island and are still alive) are not interested in returning to their homes. TEC 1 Global Networks rents out the island and a few months later “The Island” reality show is announced. Soon after the show starts, the ill faith of the island and its
residents is quickly forgotten.
CHARACTER CUSTOMIZATION
VISUALS You can choose between several avatar types of different constitution, gender and race. All avatars are
just your visual representations and don’t influence your performance. In the beginning, all prisoners are dressed in the same way: they all have the same orange type of prison jumpsuit. Once you find appropriate clothes, it can be worn instead of the jumpsuit. The clothes in the game are not used only
for the visual representation, but their use is far wider. For instance, the camouflage pattern and colors can reduce your visibility. Also, all clothes offer protection against the weather conditions and
extreme temperatures. Some provide better protection from rain and, therefore, reduce the chance of falling ill. Winter clothes are more suitable when moving through the area exposed to cold weather.
ATTRIBUTES The attributes constitute an important part of character personalization. Each attribute defines how the prisoner will perform and react in the game.
There are four main attributes: Strength (S), Constitution (C), Dexterity (D), and Intelligence (I).
These attributes can range from 1 to 5. Number “3” value is that of an average healthy individual,
while other numbers indicate that in some aspect the character is above or below average. You have a
fixed number of points to distribute between the attributes. During the game, these attributes can be increased or reduced for a limited period or even permanently (if you get wounded, fall ill or get
drugged). It’s much more demanding to change the attributes in the longer run. This usually happens if you manage to survive long enough for your body to evolve to the next level.
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STRENGTH ATTRIBUTE (S) The strength attribute refers to the performance abilities that require a certain amount of strength.
Defines how much weight you will carry without being slowed down; if the load capacity is
exceeded, you will perform at a slower pace
Defines how fast you are able to move a heavy object. If the objects are simply too heavy
for you to move them, you will not be able to perform that action without the help of other convicts
Defines how much damage you will inflict during the melee combat.
Bigger strength means more calories that your body burns on a daily basis
CONSTITUTION ATTRIBUTE (C) The constitution attribute refers to everything connected with physical endurance and stamina.
Defines how much health points you will initially have. A better constitution means more health, to begin with.
Defines how well your body will handle stress, pain, poisons, weather, shock and physical
damage. A better constitution means that it’s less likely you will get hurt.
Defines endurance, i.e. how fast you will get tired. A better constitution means that you will be
able to outperform other convicts in all the tasks and will also restore your energy faster.
Higher Constitution means that calories are spent more efficiently – Calorie consumption speed is
decreased.
DEXTERITY ATTRIBUTE (D) The dexterity attribute refers to everything connected with the speed of movement and reaction in
general.
Defines how fast you can move, walk, run and sprint.
Defines how fast you can perform everyday actions such as crafting, eating, reloading the
weapon, etc.
Improves the chance to perform complicated actions such as surgery, fixing electronics, etc.
INTELLIGENCE ATTRIBUTE (I) The intelligence refers to perception and capability of performing task successfully.
Improves the chance to hit the aimed target
Higher intelligence attribute adds additional skill slots
Higher intelligence attribute helps you to learn skills faster
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WHAT DO THESE ATTRIBUTES MEAN? Let us say that you decide to distribute 12 points in a way to make the character with the following attribute sets:
S - 5, C - 5, D - 1, I - 1 You are typical ‘ tank’ like built man, strong and dull as an ox. You will
move and think with the same speed - slowly, but when it comes to brawling, you will be hard to beat by most of other prisoners. Also, you will be recognizable by sheer size, usually with well-defined muscles.
S - 2, C - 2, D - 4, I -4 You are a weak figure and you don’t rely on your muscles to get you out of trouble. You use wits and speed of reaction to resolve problems. Although you will not be able
to do much melee damage in a brawl, you will still have a good chance to inflict damage with knives or
some other lighter weapons. From the body constitution perspective you are thin and lean.
S - 1, C - 5, D - 4, I -2 You are fast with excellent stamina; not only you will be able to sprint faster than most convicts, but you will be able to do it for longer periods of time.
STAMINA Muscles lose power when exposed to a prolonged and intense effort. The fatigue can be fought back for a while through great concentration and mental effort, but eventually everyone succumbs to fatigue.
Stamina is an important factor that will be calculated from the attribute values. Once defined, Stamina will influence how you will perform actions in the game. A more exhausting action means that more
stamina will be spent and when it comes down to the minimum, you will have to rest or your actions will
become slow and weak. Although Constitution is the main parameter for Stamina determination, a lack of Stamina will influence all other attributes.
Following parameters are important when Stamina is concerned:
- Max Stamina - (MSI) - 3
- Current Stamina (CS) - 1
- Maximum Stamina (MS) - 2
- Stamina Change Rate (SCR) - 5,6
- Stamina Reserve (RS) - x
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MAXIMUM STAMINA (MSI) MSI represents initial Maximum Stamina value calculated from the attributes and skills.
CURRENT STAMINA (CS) CS is what title says, current value of stamina. It fluctuates up or down depending on the actions that you do.
STAMINA DURATION MAXIMUM (MS) MS is maximum value of Stamina. The initial value is determined by Constitution attribute value. MS value can be temporarily reduced if you have health issues or nutritional deficiencies. Once you get back
in shape MS value will increase until it gets closer to the initial value (MSI).
STAMINA CHANGE RATE SCR is represented with SU/s, is linear velocity with two different vectors. Depending on what you do it can consumes or recovers Stamina at the certain pace.
Several factors influence how fast Stamina will discharge or recharge:
- Weight load threshold (determined by Strength attribute), people who carry more than they should will get tired faster
- How difficult/hard is to perform certain action (there are high demanding and less demanding actions)
- If you have Endurance skill or not (Endurance improves performance)
- Drugs
- Health condition – convicts with injuries will have their Stamina amount temporarily reduced until
they heal up
Weight Load Threshold (WLT)
WLT defines the limit where excessive load starts to wear out the body faster than normal. WLT is a dynamic value and is calculated from Strength Attribute. If Strength Attribute drops because of illness,
or because of nutritional deficiencies, WLT will drop at the same rate (percentage).
EXAMPLE OF HOW STAMINA/WLT WORK Let’s say you carry 10 kg of gear more than your WLT allows. Your Stamina has reached its limits and is now in Reserve zone. If you keep going (obviously running and even jogging isn’t possible, but you can still walk), Strength will drop by 5% in the next 10 seconds. This will result in a 5% reduction in
WLT. When rested, an average convict can carry 20 kg of gear without penalties, but with Strength reduced by 5%, you are able to carry only 19kg of weight without penalties. This means that now, with a lower WLT, you actually carry 11kg of weight above the WLT. As a result, yours body will consume
additional 220mL of water per hour and will recover at a much slower pace. This 1kg of weight will
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consume additional 0.05 Stamina Units per second. Eventually, you will have to stop and rest and
preferably drop excessive load to the ground.
SKILLS The skills represent the knowledge that you have gathered/learned in your life prior to being dropped onto the Island. All the skills come in five stages: no skill, basic, medium, advanced and advanced+
(expert). They can be increased during the game by practicing, learning from the books or by being taught by other convicts. For example, if you find the “Field medicine for dummies” manual, you can study it until you get the “First Aid” skill within your knowledge base. It’s important to know that the
learning process isn’t quick and you cannot become rocket scientist in just a few days. All the skills are linked to specific attributes. If an attribute value is too low, you will not be able to increase the
knowledge about something beyond a certain level.
Attribute level 1 2 3 4 5
Max Skill level Basic Medium Advanced Advance+ Advance+
SKILL EXAMPLES
STRENGTH
Boxing The skill of fighting man to man with fists, feet and other parts of the body. Boxing starts with brawling that is learned on the street by getting into a lot of fights
Basic You can throw a punch or a kick and with couple of connected strokes, you can perform the combo moves. By using the basic skill, you get a small bonus on the inflicted damage and the reaction time, with low KO chance. Also, you receive a small reduction bonus on the damage received while using blocks.
Medium By using the medium skill, you get an average bonus on the inflicted damage and the reaction time with avg. KO chance. Also, you receive average reduction bonus on the damage received while using blocks.
Advanced By using the advanced skill, you get a high bonus on the inflicted damage and the reaction time and also have a high KO chance. Also, you receive a high reduction bonus on the damage received while using blocks.
Other Strength based skills are: Handgun, Archery, Rifles, Heavy Weapons, Martial Arts, Melee, etc.
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CONSTITUTION
Endurance This is the ability to withstand pain or hardship over long periods of time, by knowing the best ways to conserve energy. Endurance helps you to function longer without food, sleep or water.
Basic You can endure a bit more with the same amount of food and water than a person without this skill (there is a small bonus on calories and water consumption) and additional bonus on Stamina also.
Medium You can endure even longer with the same amount of food and water than a person without this skill level (there is a higher bonus on calories and water consumption). Stamina is also being increased.
Advanced You are the true survival, the amount of food and water you have to take is far below the numbers that an average person has to use to survive. There is additional big bonus on Stamina also.
Other Constitution based skills are: Running, Swimming, Resistance and others.
DEXTERITY
Stealth The skill of moving silently, evading guards. Characters with this skill make less noticeable sounds while moving.
Basic Not to silent but better than people without this skill.
Medium You can sneak upon majority of unsuspecting players and animals
Advanced Ninja is nothing for your skills.
Other Dexterity based skills are: Driving, Motorcycling, Stealth, Weapons Throwing, Piloting, etc.
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INTELLIGENCE
Awareness
This is the equivalent of a "trained observer" skill, allowing you to notice or be aware of clues, items, camouflaged enemies and other events. A higher skill means a wider range of awareness. This skill may nullify the effects of stealth and camouflage skills. With a very high Awareness you might notice items owned by other convicts even if they are hidden. Awareness helps you to “feel” if you are being watched too.
Basic You can detect ordinary items in the immediate vicinity. You can also detect being watched by others on short distances.
Medium You can detect ordinary items in a small radius. The items that are hidden within other objects cannot be detected. You can detect booby traps, and will get a hint about the hidden danger. Sixth sense detection works at the medium distance.
Advanced You can detect items and hidden danger wide around you. Sixth sense detection works at the long distance. You can try to detect items that the other prisoners carry and you can detect if they are dangerous (whether they carry weapons or not).
Other Intelligence based skills are: Animal handling, Medical tech, Tactics, Biology and Herbalism, Education, Programming, Electronics, Psychology, Tracking, Cooking, Demolitions, Mechanics and others.
BASIC MOVEMENT You can walk, jog and sprint. Sprinting is limited by your stamina and can be performed only for a limited period of time. Once you have rested and possessed at least some of the stamina left, you can
activate the sprint option by pressing an appropriate command on the keyboard or by using a mouse scroll button. The sprinting performance is defined by the following parameters:
- Constitution attribute - impact on Stamina size
- Strength attribute - can have influence if the prisoner carries more load than his strength allows
- Dexterity attribute - impacts on Speed
- Skills: Endurance - impacts how fast Stamina reloads
- Skills: Running - adds bonuses on distance and running speed
- Health status - can impact performance if convicts are not in healthy
- Drugs - can impact performance if convicts take some kind of performance substance
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STANCES
STANDING You are in the fully upright position and capable of moving at 100% of default movement rate. This
stance is also the only stance in which you can sprint. As a result, this stance is the best choice when on the move or when it is necessary to move from one cover to another. However, by using this stance,
you become a larger target. In addition, a standing character makes noise when running, and can be heard by the enemy.
CROUCHING You are brought forward and down to about half your height, and capable of moving at around 60% of default movement rate. Although you move slowly, the aiming accuracy is increased and you are
capable of taking advantage of a waist-high cover. When moving around in the crouching position, the
convict does not make almost any noise, which makes it the best stance for sneaking up behind an enemy.
PRONE While lying with on the ground, you are capable of moving at around 15% of default movement rate. Although this is extremely slow, you are also a very small target at longer ranges. Accuracy is the best in this position, which is also the best choice when taking the full advantage of a cover, when taking
shots at targets farther away, or when minimizing the damage suffered in close quarters combat.
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GEAR
INVENTORY SPACE The inventory shows what you carry in your possession. The inventory is defined by space and weight.
Every item that you pick up during the game ranges from small to big and from light to heavy. The in-game inventory space is represented as a field consisting of empty rectangular spaces with each one resembling one unit of space. Depending on the item’s size, it can take from one to more units of space.
It is on you to organize items within the inventory to use up the space in the most efficient way. Once all inventory units are filled, you cannot take more items.
The convict usually starts with the inventory space limited to pockets and can carry only a few things.
Once you start exploring the world, you can find other pieces of clothing with more pockets or even backpacks that provide even more room for new items. Each item has its weight and there is a limit on
how much weight you can carry without getting penalties while performing actions. This amount of weight is defined by the Strength Attribute.
Weapons or larger tools (shovel, axe, pike, etc.) have separate slots and are placed over the left and right shoulder. You can carry up to two weapons or tools at any time.
Wearing clothes provides protection against cold and hot weather conditions and damage to the body. It is important for you to wear proper clothes and regulate body temperature keeping it always at the optimal level. All clothes have following parameters:
Warmth the higher the number, the longer will the chosen piece of clothing keep the body warm
Armor the higher the number, the more damage will the chosen piece of clothing absorb
Weight Weight in grams
Size how much inventory space it occupies
Capacity how much inventory space it provides
Water resistance
the lower the number, the more quickly it will get wet
Location where it can be found
Rarity 1 - Very rare, 2 - Rare, 3 - Uncommon, 4 - Common, 5 - Abundant
You can wear “layers of clothes” to keep warm. For example, you can wear a T-shirt below a hoodie
and then a leather jacket over it. This is how the cumulative warmth points from all the clothes are
combined together. The gear is divided into following groups: Tops/T-shirts, Underwear/Pants, Vests/Armor, Gloves, Backpacks/Bags, Footwear, Headgear, Helmets, Eyewear, etc.
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EXAMPLES OF GEAR
Shirt Leather Jacket
Warmth 2 Warmth 4 Armor 0 Armor 1 Weight 350g Weight 1800g Size 2x1 Size 2x2 Capacity 2x2 Capacity 2x2 Water Resistance
1 Water Resistance
2
Location Urban, Military
Location All
Rarity 3 Rarity 3
Protective Vest Jeans
Warmth 1 Warmth 3 Armor 3 Armor 0 Weight 2000g Weight 800g Size 2x2 Size 2x1 Capacity - Capacity 2x2 Water Resistance
2 Water Resistance
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Location Urban, Military
Location Urban, Rural
Rarity 2 Rarity 5
Boots Assault Backpack
Warmth 3 Warmth 2 Armor 0 Armor 0 Weight 1600g Weight 600g Size 2x2 Size 4x4 Capacity - Capacity 4x7 Water Resistance
2 Water Resistance
3
Location Urban, Rural Location Military
Rarity 3 Rarity 1
Compass Cooking Pot
Range x
Range x Damage x Damage x AP x AP x Weight 200g Weight 450g Size 1x1 Size 3x3 Location Urban, Rural Location Urban, Rural Rarity 1 Rarity 1
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WEAPONS Weapons are divided into the following groups: melee weapons - blades, melee weapons - blunt trauma,
ranged weapons, handguns, submachine guns, rifles, shotguns, automatic rifles, sniper rifles, machine guns, heavy weapons and explosives. All weapons have the following parameters.
Parameter Info
Damage How much damage the weapon inflicts.
AP Armor piercing value - defines which type of armor the weapon/bullet can penetrate. If the weapon cannot penetrate the armor, it still inflicts blunt force damage that is distributed between the armor and the body. When the armor absorbs the damage, it starts wearing out until it becomes useless.
Size How much inventory space the weapon takes.
Weight How much the weapon weighs in grams.
Ammo/Magazine size
Which type of ammunition the weapon uses and what the size of the full magazine is
Fire modes Defines which fire modes can be used with the weapon.
Range Effective range of the weapon.
ROF Rate of Fire - how many bullets can be fired in one minute.
Location Where the weapon can be found.
Rarity What the odds are to find the weapon.
WEAPON EXAMPLES
Assault Rifle AK 47 Range
Damage AP Ammo Type Magazine Weight Size RoF Reload Time Location Rarity
120-220m Per Bullet Type Per Bullet Type 7.62x39mm. 30 rounds 3000g 4x3 700RPM Skill related Military 2
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Handgun M9 Range
Damage AP Ammo Type Magazine Weight Size RoF Reload Time Location Rarity
50-100m Per Bullet Type Per Bullet Type 9x19mm Par. 15 rounds 1000g 2x2 444RPM Skill related Urban, Military 2
Rifle M91/30 Range
Damage AP Ammo Type Magazine Weight Size RoF Reload Time Location Rarity
300-800m Per Bullet Type Per Bullet Type 7.62x54mm 5 rounds 4000g 7x3 63RPM Skill related Military, Rural 2
BALLISTIC FORMULAS SCUM uses fully realistic ballistic formulas along with realistic bullet penetration and bullet deflection physics. How bullets will perform depends on many factors such as caliber, gravity, wind, temperature,
air pressure, humidity, etc. Depending on the type of the projectile (bullet) different ballistics coefficient can be used. SCUM supports all of them from G1 to G7 BCs (bullet coefficients). The BC
of a body is a measure of its ability to overcome air resistance in flight. It is inversely proportional to the negative acceleration: a high number indicates a low negative acceleration; the drag on the projectile is small in
proportion to its mass.
SCUM ballistics formulas support all existing types
of ammunition. There is only one thing better than
ballistics simulation in SCUM, and that’s shooting real
guns!
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FOOD AND METABOLISM SCUM features an advanced and realistic simulation of the real human metabolism. If you want you can track not only what you eat you can also monitor basic nutrients intake like minerals and vitamins. You will also be able to choose among several types of food: and you will be free to eat almost
anything but you should be aware that there might be the consequences of your actions. This means that you will be able to eat dirt if you choose to do so, but this will surely result in vomiting and dehydration (with losing the precious bodily fluids). An ideal consumption of proteins, carbohydrates,
fats, fibers, minerals and vitamins is crucial for a healthy life. This section covers one of the most important aspects of survival in the wilderness - proper food consumption. There are skills that provide you with an opportunity to live healthier (such as Biology/Herbalism or Cooking). The convicts with
these skills know how to identify what is edible and cooking helps in preparing food so that it can be
used better. This doesn’t mean that you will have to be obsessed with your nutrition, but in the long
run if you don’t get enough nutritional substances in your diet, your health and overall physical
condition might suffer.
NUTRIENTS The nutrients found in all foods and drinks provide nourishment for the body.
Substances which provide energy (carbohydrates, fats)
Building blocks for bones, muscles, organs, hormones and blood (minerals, vitamins, proteins)
Substances necessary for various processes to occur in the body such as digestion (fibers,
salt)
Substances that protect the body (vitamins, minerals)
There are four key nutrients: Fat, Saturated Fats, Sugar and Sodium. Additional nutrients are Proteins,
Carbohydrates, Fibers, Vitamins and Minerals.
ENERGY Energy is not a nutrient but the “kcal” (“kilocalories” or generally, Calories - food energy) are
important for providing the body with the necessary energy for daily activities. Proteins, fats and carbohydrates are converted into energy in different quantities. Vitamins and minerals are also essential nutrients but they are not converted into energy.
Energy is required to fuel the bodily processes (metabolism) and physical activity. If you consume more energy than you need for metabolism and physical activity, the excess is stored as body fat. In a way
you will need to balance the energy consumed through foods with the energy expended during the day. The more active you are, the more energy you will need, and vice versa.
The reference value for an average built person is 2000 kcal (Cal) per day. This covers the basal metabolic rate and light activity.
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Since energy is also connected to the body mass (muscle mass), the convict with a higher strength
attribute will need more calories. For each Strength point above “3”, you will spend 20% more calories.
For each Strength point below “3”, you will spend 20% fewer calories.
FATS Fats contribute to the energy intake and help you absorb the vital vitamins; therefore, a healthy diet should always contain a certain amount of fats. The two main forms are the saturated fats, predominantly from animal sources, and unsaturated fats, predominantly from vegetable sources. As
fats represent a rich source of energy, you should never eat more than the recommended intake. It’s also important to choose unsaturated fats as often as possible, such as those found in oily fish, nuts and seeds and other plants. The reference value for daily intake of fats is 70g per day.
SATURATED FATS High levels of saturated fats raise the blood cholesterol, which then increases the risk of heart disease. You should, therefore, consume no more than the recommended daily intake. The reference value for
daily intake of saturated fats is 24g per day.
SUGARS Sugars are carbohydrates that provide the body with energy, the body’s fuel. Sugars occur naturally in fruit, vegetables and dairy products and are added for flavor, texture and color. You should aim to consume no more than the recommended intake and limit the consumption of foods high in added sugars
and low in other nutrients. The reference value for an average person is 90g per day.
SODIUM (SALT) Sodium (salt) is necessary for good health; however, in large quantities it can cause adverse health
effects by raising the blood pressure. Diets generally contain far more sodium than we need, due to the level of added salt in some packaged products. The reference value for daily intake of Salt for average person is 2g per day.
PROTEINS Proteins are important for the growth and repair of the body’s cells and for building muscles. They
can also provide energy. Animal-based foods are excellent sources of proteins, such as fish, meat, chicken, eggs, milk, cheese and others. Good sources of vegetable-based proteins include legumes - soybeans, baked beans, kidney beans, chickpeas and lentils, nuts and seeds. Grain-based foods such as bread, cereal, rice
and pasta can also contribute with some proteins. It is best to choose protein-rich foods that are low in saturated fats. The reference value for an average person is 50g protein per day.
CARBOHYDRATES Carbohydrates are the main source of energy that fuels the body and everything it does, even thinking. Carbohydrates are sugars and starches. They are found in fruits and some vegetables, dairy products
and grain-based foods such as bread, breakfast cereals, rice and pasta. Grain-based foods that are wholegrain or high in fiber boost the fiber intake. The reference value for average person is 310g carbs per day.
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FIBERS Fiber is a substance found in plant. Dietary fiber is found in fruits, vegetables, grains etc. Eating fiber is an important part of a healthy diet plan. The recommended amount of fiber is 14 grams fibers per
1000 Cal consumed.
Food Types
Food is roughly divided into following groups: fruits, vegetables, dry food, canned goods and meat. All food can be rotten. In such condition, they have less energy value and more chance to cause some sort
of stomach illness.
FOOD EXAMPLES Banana Basic Info Nutrients Vitamins RDA Minerals
Energy 100Cal Fat 0.4g A 2% Calcium 1% Manganese 16% Water 85mL Sat.Fat 0.1g B1 2% B9 6% Iron 2% Selenium 2% Uses 1 Sodium 1.2mg B2 5% B12 0 Magnesium 8% Fluoride 0% Weight 120g Carbs 27g B3 4% C 17% Phosphorus 3% Size 1x1 Fiber 3.1g B4 72% D 0 Potassium 12% Location All Sugar 14.4g B5 4% E 1% Zinc 1% Rarity 2 Protein 1.3g B6 22% K 1% Copper 5%
Agaricus Campestris Basic Info Nutrients Vitamins RDA Minerals
Energy 22Cal Fat 0g A 0% Calcium 1% Manganese 6% Water 76mL Sat.Fat 0 B1 4% B9 5% Iron 3% Selenium 13% Uses 1 Sodium 5mg B2 24% B12 1% Magnesium 2% Fluoride 0% Weight 84g Carbs 1g B3 19% C 0% Phosphorus 11% Size 1x1 Fiber 5g B4 115% D 0 Potassium 12% Location All Sugar 2g B5 13% E 0% Zinc 3% Rarity 3 Protein 2g B6 4% K 0% Copper 17%
Pork/ Boar Steak Basic Info Nutrients Vitamins RDA Minerals
Energy 650Cal Fat 44g A 0% Calcium 6% Manganese 2% Water 250mL Sat.Fat 15g B1 124% B9 0% Iron 21% Selenium 149% Uses 2 Sodium 0.6g B2 77% B12 63% Magnesium 18% Fluoride 0 Weight 400g Carbs 1g B3 74% C 0% Phosphorus 83% Size 1x1 Fiber 0 B4 1700% D 0% Potassium 44% Location All Sugar 0 B5 56% E 0% Zinc 74% Rarity 2 Protein 68g B6 94% K 4% Copper 23%
All nutritional data for food are real and can be found across many nutritional web sites on the Internet.
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FOOD DEFICIENCIES The recommended daily amount (RDA) of a nutrient is determined by how much the body needs to stay
healthy. Nutrients can be obtained in a variety of ways - from eating a varied diet to taking vitamin supplements.
ENERGY DEFICIENCY Eating a diet deficient in calories can produce a variety of side effects, including fatigue and weight loss. Over time, you may even lose muscle mass and develop nutritional deficiencies, such as anemia.
HUNGER AND LOW BLOOD SUGAR Hunger and low blood sugar are the most obvious signs of a calorie-deficient diet. If you don’t eat
enough food, you will be hungry, which is the body’s way of communicating that you need to eat more.
A lack of hunger, however, doesn’t necessarily mean that you are consuming enough calories. You may
feel full from eating high-fiber, high-volume and low-calorie foods, such as vegetables and fruits, even if your calorie intake isn’t adequate. A blood sugar level may also be low due to an inadequate calorie intake. Signs and symptoms of low blood sugar include confusion, blurred or double vision, shakiness,
anxiety, sweating and heart palpitations.
WEIGHT LOSS Weight loss is another obvious sign of a calorie-deficient diet. The body uses calories as fuel to support
bodily functions such as heart beating and breathing, as well to power physical activity and exercise. If you take in fewer calories than you burn in a day, your body uses the stored fat as fuel. Weight
loss occurs as a result of this usage of fat stores for energy. Feeling cold all the time can also be
an indicator of fat loss caused by an inadequate calorie intake.
MUSCLE WASTING A calorie-deficient diet may lead to a decline in muscle mass since the body relies on amino acids, the building blocks of proteins and muscles, to support the healthy tissues and fluids as well as growth
and repair. If you don’t consume enough protein, your body must access amino acids stored in body
tissues and muscles. Over time, this can lead to a decline in muscle mass. As result, you will feel fatigued, experience diarrhea, increased infections, irritability and swelling from the lack of proteins in
the diet.
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EXAMPLE FOR PROTEIN DEFICIENCY - SYMPTOMS OCCURRENCE TABLE
Time / Avg. # of days
Symptom Description Symptom Effect
1-2 days General Weakness, Headache, Slow healing
- Character indicates that he is hungry and complains about having a headache - Healing speed decreases by 5% per day and can reach max. 50% of the initial healing speed
3-5 days Fatigue, Weight loss, - Character starts to tire easily - Stamina decreases by 5% penalties per day (max. 50% of the initial value)
6-9 days Muscle Mass Waste, Difficulty Sleeping
- Strength reduction 0.5% per hour up to maximum 50% of the initial value - you have difficulty sleeping, which results in Stamina drop of 5% per day, up to max. 50%
10+ days Fainting, Blurred Vision - View range is decreased by 10% per day, up to max. 50%, blurred vision (or B/W vision)
PHYSICAL CONDITION Depending on the physical condition and other parameters such as malnutrition, your visual appearance may change during the game. If you starve, your avatar will start to lose weight. In the visual sense,
this means that the avatar will look slimmer. Once your start to eat regularly, the avatar will regain his initial weight. The same applies if you start to consume too much food: your avatar will start to gain poundage, which will reflect on his visual appearance. Another type of visual representation is the
growth of facial hair (or hair), dirt stains on clothes along with a change of smell if you don’t wash
up on a regular basis.
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NUTRITION-BASED AVATAR VISUAL REPRESENTATION
WATER You will have to keep yourself well-hydrated at all times. An average human being can survive 3 days without water, becoming weaker each day until they eventually die. Drinking 2 liters of water each day will keep you well hydrated. Some foods, especially fruits, contain certain amounts of water, so they
are a good source of water as well. Other types of food, such as meat, which is rich in proteins, can
increase water loss. There are several levels of hydration.
Water Consumption Penalties
Hydration stage Info Penalties
Hydrated Water intake >= water usage per hour
X
None Water intake = water usage per hour
X
Thirsty Water intake
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If you’re dehydrated and your stamina drops to 50%, your health will start to reduce at the rate of
5% per hour. To replenish the lost stamina and health values, you has to keep hydration above 1500mL.
(Health and Stamina is increased twice faster than it is decreased during dehydration).
WATER CONSUMPTION RATES
Action type Consumption rate
Sleep, Idle, Rest 80mL per hour
Walk 160mL per hour
Jogging, Crafting 200mL per hour
Running, Melee, etc. 240mL per hour
For every 10 grams of weight above WLT limit, additional 0.20mL of water is lost per hour.
Finally, the water consumption rate is affected by Body Heat Deviation too, If you wear too many layers of clothing, your body will try to cool down by sweating and will, therefore, lose fluids. This
factor is applied at the end of the calculation to determine the final water consumption rate.
WATER CONTAINERS/DRINK TYPES EXAMPLES
PET Bottle Wine
Energy x
Energy 700 Cal Water 1000mL Water 680mL Uses 5 Uses 4 Weight 1000g Weight 750g Size 1x2 Size 1x2 Location All Location All Rarity 3 Rarity 2
GENERAL HEALTH Maintaining health is of primary importance to you. You should not take any unnecessary risks, which could lead to injuries. In the initial stages of the survival situation, none of these may be possible but, once you make a camp and food sources and water are found, a disciplined approach will enable you
to conserve energy and resources. Although some diseases are waterborne, sensible precautions, especially boiling water and proper cooking methods should protect you from infections.
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Climatic conditions bring their own dangers and an awareness of symptoms will help you to treat
yourself or others. Inexperience may lead to injury; however, the understanding of practical first aid
and improvising where medical equipment is not available represent a basic survival skill. In accidents such improvisation may be the first key to survival for those involved, when rapid action is essential to save lives.
WOUNDS / CUTS / BLEEDING A wound is a type of injury in which skin is torn, cut, or punctured (an open wound) or where blunt force trauma causes a contusion (a closed wound). There are several different types of wounds, which
are classified depending on their cause. Depending on the wound type, different medical treatments will be needed.
Abrasions An abrasion occurs when the skin is rubbed or scraped against hard surface. Usually there is not much bleeding but the wound has to be cleaned to avoid infection.
Incisions Sharp objects, such as knives or blades, cause an incision. Incisions cause rapid and extensive bleeding. Deep incisions can damage tendons, ligaments and muscles.
Lacerations A laceration is a very deep cut or tearing of the skin. The bleeding is rapid and extensive.
Punctures Punctures are wounds caused by pointy objects. Punctures may not bleed much but wounds can be deep enough to damage the internal organs.
Gunshot wounds
Gunshot injuries occur when someone is shot by a bullet or other sort of projectile from a firearm. Projectiles tend to be classified as low-velocity (300 m/second). Those with higher velocity dissipate more energy into the surrounding tissue as they slow down and cause more tissue damage.
Contusions Contusions are usually caused by direct blunt trauma sustained when falling down or when an extreme amount of force is applied over a certain period. Even with the skin intact, the damage can reach down to the underlying muscles, internal organs and bones.
DISEASES One the island you might catch one of various illnesses/diseases. A disease is a particular abnormal
condition, a disorder of a structure or function that affects the whole of an organism or its various parts. An infection, often the first step, occurs when bacteria, viruses or other microbes that cause a disease enter the body and begin to multiply. A disease occurs when the body cells are damaged
(because of an infection) and signs and symptoms of an illness appear.
Diseases caused by bacteria include dysentery, cholera, tuberculosis and diphtheria. Viruses cause the
common cold, influenza, measles, and poliomyelitis. Rickettsia, germs which are neither bacteria, nor viruses, cause typhus, scrub typhus and Rocky Mountain spotted fever.
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EXAMPLE OF A DISEASE (*WIP/SUBJECT TO CHANGE*)
Dysentery - Spread by flies, contaminated water and contact with faeces containing bacillus (70% chance)
Symptoms Blood-streaked faeces, high temperature Treatment
Antibiotics, rest and plenty of fluids to counter the risk of dehydration due to the loss of bodily fluids Treated infections will retreat in 2 days, Untreated infections will retreat in 12 days
Effects Phase 1 Incubation 2 days
- Strength reduction to 5% per day; feeling of general weakness. (maximum reduction in total 10%) - 5% Stamina drop per day - Increased body temperature - 38ºC
Phase 2 Infection
-100% chance that the illness will get to Phase 2 - Strength reduction to 5% per day (maximum reduction in total 50%) - 5% MSR growth per day until MS drops to 50% of MSI. Fever, loss of appetite, abdominal pain and vomiting. - 5% Dexterity reduction per day (maximum reduction in total 30%) - Increased body temperature - 39ºC - 4% Health reduction per day - Diarrhea (every 20min with cumulative 30% chance), additional 150mL loss of fluids per diarrhea
EXPERIENCE, FAME AND REBELLION POINTS- GAME LEVELING
AND PROGRESS
EXPERIENCE POINTS The experience points (or XP for short) are a measurement of the character’s progress. You can earn
experience points for killing puppets or other convicts, for solving mission objectives and for successfully
performing actions. A different number of experience points are awarded for killing more dangerous creatures - they are used to determine when the character should gain a new skill level.
PERFORMING ACTIONS AND EXPERIENCE POINTS There are five skill levels in the game. The first skill level is “no skill” level, where you have no knowledge of a specific skill. This, however, doesn’t mean that you should not try to perform actions. In
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many real-life situations, people copy what they have heard or seen on TV although they have no
previous experience in specific actions. The more you try the better you become, it’s simple as that.
Actions are divided into three groups: basic actions, medium actions and advanced actions. If you don’t
have no knowledge of a specific skill you will be able to perform only the basic actions, while the
medium and advanced actions remain unavailable until you reach a higher skill level. The first successfully applied skill brings a bonus experience. This bonus means that you will get twice as much of experience points than you would get usually for performing the same action. If you are not good in
something then you will not be able to perform it quickly, at least not in the beginning. Later when you get better you will do things much faster. This is regarded as a trial and error learning process.
Example of earning experience points for a Handgun Skill (*WIP/subject to change*)
NO SKILL 0 Exp
Actions Components Action type
Crafting time
Modifiers (PROS/CONS)
Reward (XP)
Success Probability
Full shooting cycle: + aim + full discharge + reload weapon
Weapon, bullets, clip
BA X Dispersion modifier(D) Dnew=DdefxA Aiming time modifier(T) Tnew=TdefxA Crafting time modifier(CT) CTnew=CTdefxA Reload time modifier(RT) RTnew=RTdefxA A=(1.1-0.2xExp/NSEL) B=(0.9+0.2xExp/NSEL)
TBD Weapon malfunction chance
TBD
Hit Target/ Inflict Damage
Target
BA X TBD X
Make subsequent hit Target
COMBO X TBD X
Destroy target or Make a kill
Target
BONUS X TBD X
Successfully unjamming the weapon
Jammed weapon BA 3
TBD TBD
BASIC 10,000 Exp
Skill level Bonus Applies to all successful actions
BONUS X A=(0.1+0.15xExp/NSEL)
TBD X
Full shooting cycle: + aim, fire, reload
Weapon, bullets,