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Suggestions / Re: Infusion suggestions
« on: September 14, 2021, 08:22:47 pm »
Before I start replying, I have to mention that the thread title sounds like leather armor infusions, so it's a bit misleading. Maybe change to "Assorted gameplay suggestions?"
Paragraph 2(op): Agi 7(imo) check to universal go up and down the Railway Ledges makes sense but awkward to implement the specific squares you can do it on unless it's smeared across all of Underrail (which just might be ok.. I'm not sure.)
Paragraph 3(op): Strength reduction on armor penalty sounds fantastic. Few builds that use Metal Armor S7-8+ are very amazing overall right now, especially when considering scary ranged psionic threats. I think this is a fantastic buff that helps especially the beefy sledgehammer builds(which are in a weak spot overrall for offensive attack-viable capabilities) the most. Strength as an attribute overall only has 2 related skills so far and I think it overall has great room for a specified buff here. I would implement it as a feat, similar to feats like High-Technicalities but implemented for heavy armor builds. Maybe requires Str 7, "Walking Fortress"?, and reduces armor penalty by 5% per point of strength above 4, occurs after other reductions and is multiplicative? It makes a lot of sense from a logical stand point of a beef-man charging in full-plate or something like that. (specialization should multiply off the the multiplication so you don't reach 100% penalty reduction. maybe every spec point separately multiplies armor penalty by 0.9 again each time, for a total of 41% reduced again multiplier after 5 max specialization points?)
Paragraph 9, 4th from bottom(op): A feat for throwing grenades and/or other aoe combat utilities around corners, off walls or just curved throws like in baseball sounds like a great idea. It sounds really hard to mechanically implement in my personal opinion though.
Paragraph 11, 2nd from bottom(op): Temporal Manipulation, you say it needs a nerf and I can see why in some areas. In my personal opinion, I think you could make Psycho-Temporal Contraction lower all of your offensive skills(other than Temporal Manipulation itself) by like 7% multiplicative during the duration. It should always be allowed as a fun I go do more button for any build willing to take the hp-psi penalty. It's not fair to psi builds to make it cost more psi points. It's typically strongest in the hands of a physical attacker like smg or unarmed imho, as they never need to spend those psi points lost and the movement point bonus for those 2 builds is irreplaceably potent. (they also can end combat in 1-2 turns the easiest other than maybe chem-elec-metathermic blaster, but that guy expends useful psi points and slot on casting). Lowering offensive skills is universally diminishing and allows for the core idea and allure of the time manipulator attack guy to still work right.
Also some people in this thread talking about Con being made stronger via medicines and stuff becoming stronger from a high Con stat and stuff? I could personally see something like a "Sequel Feat" to Fast Metabolism that increases the drug duration and decreases drug penalty durations/effects. Maybe requires Con 8; Fast Metabolism, "Grand Metabolism"?, and makes all drug benefits last an additional (player)turn and all drug and poison penalties last one fewer (enemy)turns. Maybe also increases all healing by an additional 10% multiplicative(137.5% healing total including the prereq feat)?
Paragraph 2(op): Agi 7(imo) check to universal go up and down the Railway Ledges makes sense but awkward to implement the specific squares you can do it on unless it's smeared across all of Underrail (which just might be ok.. I'm not sure.)
Paragraph 3(op): Strength reduction on armor penalty sounds fantastic. Few builds that use Metal Armor S7-8+ are very amazing overall right now, especially when considering scary ranged psionic threats. I think this is a fantastic buff that helps especially the beefy sledgehammer builds(which are in a weak spot overrall for offensive attack-viable capabilities) the most. Strength as an attribute overall only has 2 related skills so far and I think it overall has great room for a specified buff here. I would implement it as a feat, similar to feats like High-Technicalities but implemented for heavy armor builds. Maybe requires Str 7, "Walking Fortress"?, and reduces armor penalty by 5% per point of strength above 4, occurs after other reductions and is multiplicative? It makes a lot of sense from a logical stand point of a beef-man charging in full-plate or something like that. (specialization should multiply off the the multiplication so you don't reach 100% penalty reduction. maybe every spec point separately multiplies armor penalty by 0.9 again each time, for a total of 41% reduced again multiplier after 5 max specialization points?)
Paragraph 9, 4th from bottom(op): A feat for throwing grenades and/or other aoe combat utilities around corners, off walls or just curved throws like in baseball sounds like a great idea. It sounds really hard to mechanically implement in my personal opinion though.
Paragraph 11, 2nd from bottom(op): Temporal Manipulation, you say it needs a nerf and I can see why in some areas. In my personal opinion, I think you could make Psycho-Temporal Contraction lower all of your offensive skills(other than Temporal Manipulation itself) by like 7% multiplicative during the duration. It should always be allowed as a fun I go do more button for any build willing to take the hp-psi penalty. It's not fair to psi builds to make it cost more psi points. It's typically strongest in the hands of a physical attacker like smg or unarmed imho, as they never need to spend those psi points lost and the movement point bonus for those 2 builds is irreplaceably potent. (they also can end combat in 1-2 turns the easiest other than maybe chem-elec-metathermic blaster, but that guy expends useful psi points and slot on casting). Lowering offensive skills is universally diminishing and allows for the core idea and allure of the time manipulator attack guy to still work right.
Also some people in this thread talking about Con being made stronger via medicines and stuff becoming stronger from a high Con stat and stuff? I could personally see something like a "Sequel Feat" to Fast Metabolism that increases the drug duration and decreases drug penalty durations/effects. Maybe requires Con 8; Fast Metabolism, "Grand Metabolism"?, and makes all drug benefits last an additional (player)turn and all drug and poison penalties last one fewer (enemy)turns. Maybe also increases all healing by an additional 10% multiplicative(137.5% healing total including the prereq feat)?