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ICAR v4 Environmental

PostPosted: Wed Sep 01, 2010 10:09 am
by viziel
ICAR dosn't have any system in place to deal with envrionmental issues.

How does ICAR handle poison? Is there a game mechanic like saving throws that you can use to check to see if the character can surive certain conditions?

Re: ICAR v4 Environmental

PostPosted: Wed Sep 01, 2010 3:20 pm
by randolph
near as i can tell adverese environmental conditions are why they invented Autos and Borgs. put up an orbital and then
send them down to do the scut work! like the worlds in Star Trek and Starwars it's backburnerd it's there but not center stage.

Re: ICAR v4 Environmental

PostPosted: Thu Sep 02, 2010 4:28 am
by Rob Lang
Randolph has half the story, I think I'm missing the other. Mex cities can be created on worlds with harsh atmospheres, underground and even under oceans. Planets are either inhabitable or not. Meat attribute checks should be used to work out of there are any nasty effects of toxic atmosphere but there is no chart because of the broad number of posibilities.

If a planet is not quite inhabitable (but nearly is) then colonists will use atmosphere generation plants to regulate the atmosphere. These are also used on naturally inhabitable planets that do not need any modification as they can be used to control the weather. I don't think I mention planetary engineering, so I will add it in, thank you!

Otherwise, if the planet isn't needed for living on then an orbital in orbit and borgs/automatons (and humans in environment suits) do the dirty work.

Re: ICAR v4 Environmental

PostPosted: Thu Sep 02, 2010 6:47 am
by viziel
Okay that explains environments.

How do you handle the mechanics of being poisoned or being set on fire...or hit by high voltage...etc.?