Waiting (no ontology)

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'''Waiting''' in a room is one of the [[abilities]] of a [[contestant]]. Simply choosing to wait in a room is possible, if one wants to wait for the return, or the coming, of certain [[encounters]], depending on the roomstyle; and, of course, of the contestant's [[Police Attention]].
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'''Waiting''' in a room is one of the [[abilities]] of a [[contestant]], which has the purpose of helping pass time faster.
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This is an ability that can only be performed '''willingly''' and is completely optional. It also triggers '''no cooldown''' period and may be attempted as many times as a contestant wishes to. Caution: Waiting turns will impact on the contestant's statistics as usual.
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This is an ability that can only be performed '''willingly''' and is completely optional. It also '''triggers no cooldown period''' and may be attempted as many times as a contestant wishes to. Caution: Waiting turns will impact on the contestant's statistics as usual.
Actions that take turns in combat, such as reloading, may also take time and thus, turns passing.
Actions that take turns in combat, such as reloading, may also take time and thus, turns passing.
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In addition, the GM may enforce waiting periods (length variable and at the GM's discretion) when performing certain events, such as ordering [[Workshop]] customizations, to simulate time passing while work is being done.
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Waiting time is interrupted whenever a new encounter enters the room before the end of the turn counter (which could happen, for example, after calling for [[Telephone network|emergency services]] then waiting for them), at which point the Contestant is prompted on whether they wish to finish the waiting counter in full, or interrupt it to deal with the new enconter. Note that in certain cases, they may have no choice in the matter (if the interrupting encounter is hostile, for instance). Any effects (listed below) that are associated to a waiting period only occurs if it was done in full (i.e.: if it wasn't interrupted).
=== Effects ===
=== Effects ===
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When a contestant desires to wait in a room, a '''2d6''' is rolled, then the Police Attention of the contestant is checked. Depending on if the contestant is wanted or not, either one of the following tables is used:
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Waiting lasts for as many turns as the player chooses, the only effect it has is to pass time. It must be noted that waiting is not a form of resting; although waiting for short periods of time may be useful in certain situations for natural healing, the Contestant is not effectively resting; nutrition and hydration will still be depleted, and fatigue will still slowly increase.
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==== White ====
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Every turn spent waiting will advance the in-game clock by '''6 minutes'''.
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* '''2''': The contestant waits for '''36''' turns, and nothing happens.
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* '''3-5''': The contestant waits for '''24''' turns, and nothing happens.
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* '''6-7''': The contestant waits for '''24''' turns, and a '''random encounter''' enters in the room.
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* '''8-10''': The contestant waits for '''12''' turns, and a '''random human encounter''' enters in the room.
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* '''11-12''': The contestant waits for '''12''' turns, and a '''random service''' enters the room.
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==== Yellow, Orange ====
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* '''2''': The contestant waits for '''36''' turns, and 3 [[Maze Guard|Maze Guards]] enter in the room.
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* '''3-5''': The contestant waits for '''24''' turns, and 2 [[Maze Guard|Maze Guards]] enter in the room.
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* '''6-7''': The contestant waits for '''24''' turns, and 1 [[Maze Guard]] enters in the room.
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* '''8-10''': The contestant waits for '''12''' turns, and a '''random human encounter''' enters in the room.
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* '''11-12''': The contestant waits for '''12''' turns, and a '''random service''' enters the room.
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==== Red, Code 11 ====
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* '''2''': The contestant waits for '''36''' turns, and 3 [[Maze Guard|SRT Guards]] enter in the room.
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* '''3-5''': The contestant waits for '''24''' turns, and 2 [[Maze Guard|SRT Guards]] enter in the room.
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* '''6-7''': The contestant waits for '''24''' turns, and 1 [[Maze Guard]] plus 1 '''SRT Guard''' enter in the room.
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* '''8-10''': The contestant waits for '''12''' turns, and a '''random human encounter''' enters in the room.
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* '''11-12''': The contestant waits for '''12''' turns, and a '''random service''' enters the room.
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== See also ==
== See also ==
* [[Statistics]]
* [[Statistics]]
* [[Abilities]]
* [[Abilities]]

Latest revision as of 16:23, 1 October 2017

Waiting in a room is one of the abilities of a contestant, which has the purpose of helping pass time faster.

This is an ability that can only be performed willingly and is completely optional. It also triggers no cooldown period and may be attempted as many times as a contestant wishes to. Caution: Waiting turns will impact on the contestant's statistics as usual.

Actions that take turns in combat, such as reloading, may also take time and thus, turns passing.

Waiting time is interrupted whenever a new encounter enters the room before the end of the turn counter (which could happen, for example, after calling for emergency services then waiting for them), at which point the Contestant is prompted on whether they wish to finish the waiting counter in full, or interrupt it to deal with the new enconter. Note that in certain cases, they may have no choice in the matter (if the interrupting encounter is hostile, for instance). Any effects (listed below) that are associated to a waiting period only occurs if it was done in full (i.e.: if it wasn't interrupted).

Effects

Waiting lasts for as many turns as the player chooses, the only effect it has is to pass time. It must be noted that waiting is not a form of resting; although waiting for short periods of time may be useful in certain situations for natural healing, the Contestant is not effectively resting; nutrition and hydration will still be depleted, and fatigue will still slowly increase.

Every turn spent waiting will advance the in-game clock by 6 minutes.

See also