This is the mega thread/issue to describe how this feature should work. First there will be a testing tool in javafx, after it will be implemented into Angel Script.
Basic Rules
Classic Texas Hold'em rules apply. Some variation may be implemented for different locations.
How and Where to play
I find it probable that for technical reasons it should be played in non PVP zones, as the game involves an interface window filling a large portion of the screen and blocking other actions than presented in the card game. Leaving the game just to defend from someone would lead to high troll/grief scenarios.
Alternately one can make a location where one can play at high stakes that can be accessed only through a PVP zone, so leaving and entering has it's risks.
A tutorial type of low stake (entry is 100 caps and bets are slow to raise, thus for one's time low amount of money can be accumulated, but the purpose is to learn the game) should be present near starting location and no pvp towns, like Hub, Junktown.
Special quests can be added later, as the player would a certain amount from casino, owner sends assassins after them, that appear randomly on world map or simply robbers follow the player and corner them in a world map encounter.
Low stake / tutorial games should be possible all the time.
Higher stake / tournament games should be possible like caravans, they start at a specific time of the day, any players that want to participate gather, the rest of the seats are filled with NPC's.
Countering griefers/bots:
If all 6 seats are filled, another table is opened so players cannot grief by alts occupying all slots.
Once the player accepted to enter the tournament, they will loose the entry fee (which chips value they will start tournament with) and see who their opponents are if any other players already joined.
Entry fee is same for everyone and is the caps limit for that tournament/table.
Players withdrawing before end of tournament or before round limit when everyone is booted with their chips (10 due to fatigue effect?), loose half of their chips, that goes to the casino.
S.P.E.C.I.A.L. and Gambling Skill
When the player is playing against NPC's the following mechanics should apply:
Intimidation:
Either actively performs or automatically performs an Intimidation Check when Raising as a Bluff, which influences how NPC's will react to it, based on their own stats and gambling skill and of course RNG.
Affected by ST, CH and LK, *(4 ST + 2 CH + 1 LK) / 7, and is compared to NPC's stats in some way.
TODO: Final formula including Gambling skill and RNG
Bait:
Either actively or automatically performs a Bait Check when Checking or Calling, which influences NPC's to raise against.
Affected by IN, CH and LK, *(4 IN + 2 HC + 1 LK) / 7, and is compared to NPC's stats in some way.
TODO: Final formula including Gambling Skill and RNG.
Peek:
Either actively or automatically perform a Peek Check, that allows to see or partially see NPC's cards.
A low success would show the color of one or both cards and a high check would show one or both cards as a whole.
Affected by PE and LK, (6 PE + 1 LK).
TODO: Final formula including Gambling Skill and RNG.
Protect Own Cards:
This automatic feature would protect against opponent Peek Checks, both player from NPC and NPC from player.
Affected by AG and LK, (6 AG + 1 LK) / 7
TODO: Final formula including Gambling Skill and RNG.
Fatigue:
Affects the performance of the player or NPC based off the number of rounds played and their EN, thus reducing effectiveness of other stats as more rounds are played.
(6 EN + 1 LK) / 7
There should be some indicators that the player or the NPC are tired.
FOClassic - Mojave Hold'em
This is the mega thread/issue to describe how this feature should work. First there will be a testing tool in javafx, after it will be implemented into Angel Script.
Basic Rules
Classic Texas Hold'em rules apply. Some variation may be implemented for different locations.
How and Where to play
S.P.E.C.I.A.L. and Gambling Skill
When the player is playing against NPC's the following mechanics should apply:
Intimidation:
Bait:
Peek:
Protect Own Cards:
Fatigue: