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Suggestions / Re: Ideas and Suggestions - Latest Alpha
« on: May 22, 2014, 06:21:51 pm »
I agree. The game seems easy to me as well, and I'm not a psi character. My character is mostly perception with nearly all points in guns, throwing, stealth, pickpocketing, hacking, lockpicking, dodge, evasion, electronics, biology and chemistry and I've always (except for depot A, that required either sneaking past them or higher grade grenades) been able to kill everything easily. The combinations I have with all the different weapons, skills and grenades easily obliterates everything and if not, I still have more than enough morphine shots, adrenaline shots, advanced hypos and always a high level energy shield. I'm also insanely rich (11k charions + pretty much the best items in the game currently, including plasma pistols, energy pistols, chemical pistols, sniper rifles, and multiple instances of everything else capable of being carried after eating the different foods) because of stealth/pickpocketing/hacking/lockpicking + cloaking device because of which I have huge stockpiles of stuff around the world. This is, however, probably partly due to the the fact I started playing before the economy was balanced a bit.

I particularly feel the character must be contained in the current area during battles. Despite the fact I don't abuse this, being able to shoot enemies, only to run away to an adjacent area seems broken to me.

As for caltrops, they are indeed somewhat strong, but they are extremely heavy as well, so perhaps it's an idea to make them both weaker and lighter.

I'm all for more grenade types. The HE grenades seem a bit useless to me.

I also feel like the crafting system should become richer. More options with biology and chemistry. Perhaps it's an idea to introduce more (unique) items that can only be crafted, exotic items that require points in multiple different technology skills. I like the idea of trading explicit offensive abilities for stronger weapons like chemical pistols with a scope that does different kinds of damage and perhaps has an extra, unique skill, or totally new, bizarre kinds of damage.

Based on my character, I feel like the dragunov sniper rifle is a bit too much. I'd say make it require 4 strength. My character only has 3 strength; it shouldn't be able to wear sniper rifles without a cost, if at all.

Maybe something else to consider: better AI so it uses smarter strategies. e.g. make them avoid chokes so 5 strong enemies don't stand and sigh behind 1 weak dog. Perhaps at least implement an algorithm to decide whether these strong enemies should kill the dog in that example.

Consider adding enemies that are extremely difficult to kill for characters that focus a bit on non-offensive/defensive skills that are easy to sneak past, so strength, blunt and boorish, type characters are rewarded where the others are not. This would serve the same function for these characters as hard to pick footlockers do for sneaky characters. It could also serve as a fun challenge for non-strength characters. Maybe radiation damage that is stopped by metal armors only? Or other types of damage that are particularly weak against metal armors.

As for inventory, I'd love more sort options and/or inventory hotkeys. It's sometimes a pain looking for the right items. Consider adding an extra category of items to which players can add any items, so they can quickly find the important items. Also, the category 'all minus plot' would be nice because I have a ton of plot items that are only in the way.

Hotkeys for instantly loading the last used weapon of any type, haxxors, shields, cloaking devices would be great because it can get quite repetitive. Aside from that the hotkey system is pretty good.

Health hypos seem a bit difficult to craft compared to how easy they are to find.

I feel like high pickpocketing and hacking skill should be rewarded more handsomely. Maybe place more high level boxes/footlockers etc. that contain things like high level item components not easily found elsewhere.

That is all I can think of at this moment.

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