Gear Generation System for Infinite Frontiers
Introduction
Welcome to the
Streamlined Gear Generation System for
Infinite Frontiers! This revised system emphasizes simplicity, clarity, and balance, ensuring that gear enhances gameplay without overcomplicating mechanics. Gear is categorized into three primary types—
Worn Gear,
Assimilated Gear, and
Consumable Gear—each serving distinct roles in character development and ability utilization.
Gear Categories Overview
- Worn Gear: Passive equipment that enhances protection and skills.
- Assimilated Gear: Cybernetic implants that integrate into a character’s body, providing significant but limited enhancements.
- Consumable Gear: Single-use items that grant temporary advantages or enable specific abilities.
1. Gear Size Categories
Gear is classified into three sizes—
Small,
Medium, and
Large—which determine the number of
Mod Slots available for customization.
[thead]
Size |
Description |
Base Mod Slots |
[/thead]
[tbody]
Small |
Compact and concealable items. |
1 |
Medium |
Standard-sized equipment. |
2 |
Large |
Bulky or heavy items requiring effort. |
3 |
[/tbody]
2. Gear Quality Levels
Gear quality affects the total number of
Mod Slots, allowing for more enhancements on higher-quality gear.
[thead]
Quality Level |
Mod Slot Bonus |
[/thead]
[tbody]
Poor |
-1 mod slot |
Common |
±0 mod slots |
Uncommon |
+1 mod slot |
Rare |
+2 mod slots |
[/tbody]
Note: Mod slots cannot be reduced below zero.
3. Mod Slots and Functionality
Mod Slots determine the number and type of enhancements (mods) that gear can hold. Each bonus or enhancement consumes a specific number of mod slots.
Mod Slot Costs
- +1 Attribute Bonus: 5 mod slots
- +1 Talent Bonus: 3 mod slots
- +1 Specialization Bonus: 1 mod slot
- +1 Armor Rating (AR): 1 mod slot
Bonuses are capped to maintain game balance.
Scaling Costs for Additional Bonuses
To prevent excessive stacking of bonuses, the cost for each additional point of bonus increases incrementally:
[thead]
Bonus Type |
+1 Bonus |
+2 Bonus |
+3 Bonus |
[/thead]
[tbody]
Attribute Bonus |
5 mod slots |
8 mod slots |
10 mod slots |
Talent Bonus |
3 mod slots |
5 mod slots |
6 mod slots |
Specialization Bonus |
1 mod slot |
2 mod slots |
3 mod slots |
[/tbody]
This linear scaling ensures simplicity and ease of calculation.
4. Equipment and Implant Capacity
4.1 Worn Gear Capacity
Capacity Linked to Body Attribute: The
Body attribute determines how much gear a character can carry.
Total Equipment Capacity = Body Attribute
- Small Gear: 0.5 slots
- Medium Gear: 1 slot
- Large Gear: 2 slots
Example: A character with a
Body of 4 can carry:
- 8 Small Gear items (8 × 0.5 = 4 slots)
- 4 Medium Gear items (4 × 1 = 4 slots)
- 2 Large Gear items (2 × 2 = 4 slots)
4.2 Assimilated Gear Capacity
Capacity Linked to Spirit Attribute: The
Spirit attribute limits the number of cybernetic implants a character can have.
Total Implant Capacity = Spirit Attribute - 1
- Each implant reduces Spirit by 1 point.
- Minimum Spirit: Characters must maintain at least 1 Spirit.
Example:
- Spirit: 5 → Implant Capacity: 4 implants (5 - 1)
- Spirit: 3 → Implant Capacity: 2 implants (3 - 1)
5. Gear Creation Guide
- Define the Gear Concept: Determine the gear’s purpose—whether it's for protection, skill enhancement, or enabling abilities.
- Choose Gear Type and Size: Select the gear category (Worn, Assimilated, Consumable) and size (Small, Medium, Large).
- Determine Quality Level: Choose a quality level to adjust mod slots accordingly.
- Allocate Mod Slots: Assign mod slots based on desired bonuses, ensuring total mod slots do not exceed the gear’s capacity.
- Assign Mods: Select and assign mods to the available mod slots, enhancing the gear’s functionality.
- Calculate Gear Cost: Compute the total cost using the following formula:
Total Gear Cost = Base Cost + (Mod Slots Used × 1,000 credits)
Base Cost by Size and Quality:
[thead]
Size |
Quality |
Base Cost (Credits) |
[/thead]
[tbody]
Small |
Poor |
800 |
Small |
Common |
1,000 |
Small |
Uncommon |
1,200 |
Small |
Rare |
1,400 |
Medium |
Poor |
1,600 |
Medium |
Common |
2,000 |
Medium |
Uncommon |
2,400 |
Medium |
Rare |
2,800 |
Large |
Poor |
3,200 |
Large |
Common |
4,000 |
Large |
Uncommon |
4,800 |
Large |
Rare |
5,600 |
[/tbody]
6. Examples
Example 1: Worn Gear - Targeting Helmet
Concept: A helmet that provides enhanced targeting capabilities.
Gear Type: Worn Gear
Size: Medium
Quality Level: Rare (+2 mod slots)
Base Mod Slots: 2 (Medium) + 2 (Rare) = 4 mod slots
Mods:
- Talent Bonus: +1 Precision (3 mod slots)
- Specialization Bonus: +1 Marksmanship (1 mod slot)
Total Mod Slots Used: 4
Gear Cost:
Total Gear Cost = 2,800 (Base) + (4 × 1,000) = 6,800 credits
Capacity: Must have at least 1 slot available (Medium Gear occupies 1 slot)
Conclusion
The
Streamlined Gear Generation System for
Infinite Frontiers offers a clear, efficient, and balanced approach to gear customization. By categorizing gear types, sizing, quality levels, and tying capacity to core attributes, this system ensures that gear enhances character abilities without disrupting game balance. With straightforward mod slot allocations and scaling costs, players can make strategic decisions that align with their character’s development and the game’s challenges.
Happy adventuring and gear optimization in Infinite Frontiers!
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