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Topics - Major_Blackhart

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General / Assault Rifles in the latest alpha build (1.6.0)
« on: March 18, 2013, 06:24:02 pm »
Are the optional equipment pieces actually in the game anywhere for the assault rifles and sniper rifles? I ask because I have yet to see them, as I'm very curious about how an assault rifle build would pan out, but my feeling so far is why bother atm when my 8.6mm SMG is super tacticool with a grip and a lasersight.
I'm also wondering what the actual options for an assault rifle would be?

2
Suggestions / Powered Armor?
« on: March 17, 2013, 06:03:38 pm »
Just a thought: An armor powered by batteries that uses a chassis, etc. When used in combat, it adds strength and movement points and reduces encumbrance, but drains energy. Otherwise functions similarly to a suit of steel armor.
Strength requirements are actually less than steel armor, but you only get the benefits when you activate the armor, in or out of combat. When armor is not active, movement speed decreases and encumbrance increases. When active, movement speed increases, Encumbrance decreases, etc etc.

3
Suggestions / Crafting? Hmmmm.
« on: March 06, 2013, 03:28:48 pm »
Playing the game with a guns guy now. Friggin loving it like a fiend. Awesome in many, many ways. My guy's high int, combined with good dex and high per, makes him a great crafter as well.

Now, here's the thing about crafting items I wanted to ask:
We can make explosives, we can make plasma pistols, chemical guns, firearms, boots, armor.
But will we be able to eventually craft lockpicks and Haxxors?
I think it would be a good addition if we could do that, like upgrade lockpicks from Mk I to Mk II to Mk III to eventually some sort of lockpick that degrades after several uses rather than simply a once and done (like it gets 2-3 uses before it gets broke kind of deal).
I'd also like the ability to build my own Haxxor units based on electrical and hacking skills available. Not simply upgrade things like their hacking ability, but also energy usage, energy storage, etc.

Also, with regards to other weapons: Flamethrowers as a viable option by chance? Maybe some sort of napalm thrower that shoots balls of fire? (So it doesn't chew up too much of your time with animating, etc.)

Love the regenerative jackets BTW. Plan on turning them into anti-rifle ballistic vests.

Also, is there someplace where I can find a list of items that I can add to specific armors and weapons? Like, what can I add to plasma pistols and lasers, what can I add to explosives, etc.

Also: Dammit, give me the ability to enhance the damage of my tungsten serrated knife! Give me a shocking upgrade option like for the sledge!


Love this game so far.

4
General / Destroying boulders?
« on: March 04, 2013, 12:38:01 am »
Have the boulders and rock slides / cave ins become destructible yet?
I've hit them with sledge hammers and grenades, nothing.
So, I would say no yet, but maybe I'm just doing it wrong.

5
Suggestions / GMS Compound, Lower Level
« on: February 25, 2013, 04:05:21 pm »
Have you thought about adding a cave complex and tunnel network to the lowest level of the GMS compound, where the raiders come from?
Maybe make it an additional quest line, helping to explore further for the South Rail and see if there are any bandits or anything worth taking.
You get the keycard from Gorsky, then report back to Tanner, and inform him of the raiders and an underground tunnel complex, and he tasks you with taking a look around to make sure that the threat is minimal. maybe you find a raider camp of some sort, small and unorganized, with the leader still around but the lieutenant, whom you killed, as missing. Maybe they're having problems of their own with some sort of creature or power supply or something, or they have something the Southside station could use, be it a power core or something else.

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Suggestions / Suggestions for Junkyard after finishing up 1.6.0
« on: February 24, 2013, 06:06:40 pm »
I was wondering if there would be eventually a chance for the PC to either join with the Scrappers or the Black Eels gang, or perhaps get a way for the underrail nation (whatever it's called, can't remember) to annex them, perhaps negotiate a stable trade route between the Junkyard and the Southrail station.
Also, are you planning on giving the fellow found in Depot A (the dangerous junkyard) any quests of some sort? Maybe convince him to rejoin the junkyard community as well if the char's persuasion is high enough.
Overall, loved the feel of the place. Very different from the clean, hospital like south station.
Perhaps you could work out something else as well, like the leaders of the two gangs want you to do bounty work for them, clearing out mutants of an area so that gang could take it over and have the resources. Something fun like that, maybe something else that could change the dynamics of the junkyard power structure.

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