Cover (no ontology)

From Mazeworld

Revision as of 19:35, 12 June 2012 by SU Tempest (Talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Cover is a part of most rooms in Mazeworld. They are objects that serve as passive defense and is essential to maintain stealth in order for the contestant to attempt a stealth shot.

Types of cover

Cover may be randomly generated in rooms that have an encounter inside, even those that are not hostile. When the contestant enters such a room, the player may type @cover to prompt the IRC bot to generate cover. It can be one of the following:

  • No cover at all.
  • Wooden barrels: Max 40% Pain, Hardskin AC, no strength perk.
  • Wooden crates, flipped tables: Max 40% Pain, Hardskin AC, STRONG.
  • Fridge door: Max 40% Pain, Hardskin AC, SUPER STRONG.
  • Plastic crate: Max 50% Pain, Kevlar-2 AC, no strength perk.
  • Metallic file case, Styrofoam crate: Max 50% Pain, Kevlar-2 AC, STRONG.
  • Pile of sandbags: Max 50% Pain, Kevlar-2 AC, SUPER STRONG.
  • Pile of bricks: Max 65% Pain, Kevlar-2 AC, no strength perk.
  • Pile of garbage, armored crate: Max 65% Pain, Kevlar-2 AC, STRONG.
  • Fridge: Max 65% Pain, Kevlar-2 AC, SUPER STRONG.
  • Dishwasher: Max 75% Pain, Kevlar-3 AC, no strength perk.
  • Steel crate, dumpster: Max 75% Pain, Kevlar-3 AC, STRONG.
  • Kevlar coated crate: Max 75% Pain, Kevlar-3 AC, SUPER STRONG.
  • Block of concrete: Max 100% Pain, Kevlar-4 AC, no strength perk.
  • Block of steel, wall: Max 100% Pain, Kevlar-4 AC, STRONG.
  • Static tactical shield: Max 100% Pain, Kevlar-4 AC, SUPER STRONG.

Strategy

Cover may help unarmored or poorly armored contestants, at the cost of mobility. By providing passive defense, they can absorb hits from enemies, but are relatively ineffective if melee combat is engaged.

When a contestant first enters a room and sees an encounter, he/she can attempt taking cover. Taking cover counts as a turn in combat, and as an "attack"; as such, it is subject to a dice roll, but not to the failure threshold; even with FT modifiers, a 6 or more is required to be successful in taking cover.

Should the contestant succeed the roll, he/she will successfully take cover, stealth will be preserved, and (in most cases) the enemy inside will not notice the contestant's presence, which allows him/her to immediately engage on his/her next turn.

However, should he/she fail the roll, the contestant will succeed in taking cover but will be noticed by the enemy, ending his/her turn; this leaves a window for the opponent to attack.

Cover becomes more interesting if the contestant is equipped with a silenced weapon, as it is required for attempting a stealth shot. More information on this article.

See also