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Messages - UnLimiTeD

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31
Clever. By not showing a year, the statement is always true.

32
General / Re: Should I leave the experimental branch?
« on: December 11, 2017, 04:59:06 pm »
I love finding bugs. It's a kind of meta enjoyment.  8)
Thanks!

33
General / Should I leave the experimental branch?
« on: December 11, 2017, 04:38:11 pm »
So, I'm afraid I'm a bit out of it. Read the patchnotes, so does that mean the stable version is now ahead of the experimental branch and there's no point in remining on .3.3 right now?

34
Saw underrail updating on steam earlier.
This is welcome, and unexpected. Looks like I've been away for too long yet again. (Looks like I already had the game set to "experimental" in hopes of this?)
Gonna try out all the juicy stuff. Well, time permitting.

35
Development Log / Re: Dev Log #55: Global Map
« on: October 22, 2017, 05:19:47 pm »
Wait, I thought it was for us!

36
Development Log / Re: Dev Log #55: Global Map
« on: October 20, 2017, 09:30:49 am »
Man, I'm late to the party. And a party it is. Nice one!

37
Suggestions / Re: New weapons and items
« on: August 29, 2017, 10:01:54 am »
If someone wanted a more "machine gun"-esque weapon, we could easily have drum magazines for Assault Rifles, including completely nonsensical mods to make them function however you like.
Problem is: Adding new items with actually different looks to the game is a lot of work, and will only be done if it adds something to the experience.
Let's take, f.Ex., a grenade launcher. It would probably require a "heavy weapons" skill of sorts, but let's ignore that for now.
There's two options:
A) It's completely OP.
B) It's Ammo is so scarce or expensive that it's barely ever used.
B of course doesn't exclude A.
However, I can for the life of me not think of any way this would actually open up new play styles.
Whether you spend points on some new weapon skill or on throwing or pyrokinetics doesn't make a difference when the points expenditure and result are the same.

Of course, if you just more options without spending the points, then.... no.

38
Hmm, I just wondered:
Newer PnP games, or those with flat calculation mechanics for health, have a lot less problem with power creep.
Maybe balance problems in fights could be averted by slightly reducing the impact of leveling on the characters durability (potentially more at the start to balance it, of course)?

@Styg
So, given that "not enough hardcounters" is not the problem with energy shields, what would you try to change? Barring making all components useful, of course.
Directional shields? Timed fluctuations? Stronger shields that also reduce the wearers damage output? Bots that target based on EM emissions?
For all I can think of, I'm not quite sure I know what you actually think is the prime problem. I mean, body armour doesn't offer a lot of "tactical" choices, either, once you decide which one to wear.

39
You certainly put thought into this.
Not sure how balanced it can really be with the ongoing potential scaling, but I'm willing to wait and see (not that I have much of a choice  :P).
The specializations are a nice touch, for sure.
It allows a player to get stronger in very specific areas, which at the same time allows a notable and satisfying power increase, and doesn't scale as high or fast as a general increase in power.
Certainly a good idea, in my opinion at least.

Edit: Do we need to actually have the feats to use the specializations? I'm aware they don't make much sense, otherwise, but f.Ex. the armour sloping buff could work, theoretically, without the actual feat.

40
General / Re: Ambush - Is This Thing On?
« on: June 27, 2017, 08:37:14 am »
If it would, that'd be rather genius.  :P

41
Suggestions / Re: Psionics - meditation method
« on: June 04, 2017, 10:13:38 am »
You could create Veteran Feats, or maybe just feats not available earlier, that unlocked a single school of PSI.
Then you could pick it, but instead of health it'd cost you feats. I think that could be a reasonable expression of spending a lot of time and effort on that.
Could grant a skill point bonus or something else useful so you could still use it to specialize with Psi-Empathy, maybe then limited to a single of those feats - so taking the shortcut would allow the character to specialize in one field in the time it takes the more traditionally minded person to learn the basics, but learning everything from the ground up would make you above average in more areas.

42
Suggestions / Re: Barter: Display Sum?
« on: June 01, 2017, 07:54:57 pm »
On the risk of counting peanuts:
I always end up calculating the bargain myself, f.Ex. to buy exactly the ammo needed to get an even trade, instead of, say, giving them a half charon for nothing.
Sometimes, it's a bit annoying when there's rounding involved.
The auto-button would work great if we could mark things to be used as additional currency, like, say, ammo components.

43
General / Re: Profitable crafting recipes ?
« on: June 01, 2017, 07:52:32 pm »
You are not a trader, and not meant to become rich just from building stuff, because otherwise, why aren't you doing that all the time?
Traders also don't hold enough money for the player to really become that rich. Well, rich enough to melt several thousand charons into armour, I guess.
That said, energy weapons and shields make a good charon.

44
General / Re: Is the "friendly NPC" bug completely unfixable?
« on: June 01, 2017, 07:50:22 pm »
In case a combat in a non-secure location ends, couldn't you just have gas and fire create pathing blockers for a few seconds?
I wouldn't know if the AI can take a "wait and try again" command, or if that would just make it worse. Alternatively, maybe make it a two-stage fire, so after the first two damage ticks it switches to one that doesn't count as friendly fire damage any more.

45
General / Re: Are energy pistols as gimp as I think they are?
« on: May 31, 2017, 01:49:43 pm »
Well, the addon will likely bring a new economic situation, so it makes sense to balance new feats, items, etc. around it.
Might be more months until then, but it's something to look forward to, no less.

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