Author Topic: Compound skill checks values compared to loot  (Read 253 times)

PaposikG6

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Compound skill checks values compared to loot
« on: November 27, 2023, 08:43:40 pm »
Compound has notoriously high skill checks for opening various stuff, even higher than in deep caverns, however most of them provide very little of value compared to the requirement.

1. This room (see image) in fusion cannon lab requires 140 hacking but it has very bad loot inside, it honestly looks a bit ridiculous. The loot in that room could use a buff (140 hacking is extremely high check after all) or alternatively the check should be nerfed.

2. Safes in the new areas have very high lockpicking checks (120 in entrance office, 140 in fusion cannon lab and 140 in coil spider room) but provide only some luxury item and some cash or cigar. This is very unimpressive (and the dark territory safe also alerts greater coil spiders) and very much seems like a waste of skill points just to get some 100 charons and a gold ring. I think it would be very nice addition if the safes maybe contained some rare drug like supersoldier drug or super health hypo, chemicals like spirit poison, some high quality component or maybe even super steel (there is one super steel sheet behind a gate with 160 lockpicking in first zone, but the quality is rather unimpressive, making it not really worth the effort).
« Last Edit: November 27, 2023, 09:09:54 pm by PaposikG6 »
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