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Messages - Idioticus

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Spoilers below!



When the two faceless drills breach the city core, please make the second drill run over the guard.
Reasons:
It stopped earlier than the first. Since the faceless immediately started killing people, it makes no sense why they didn't squash the poor guy then and there with the drill.
Also, I think it would make the cinematic 13,74% more awesome.

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Suggestions / Re: GMS Station Vault
« on: October 18, 2013, 08:21:43 am »
No one ever said there was anything valuable in the vault, and even if there was, why would you enter the hive?


If there was something valuable in the vault it's
a) equipment
b) food
c) chemical/biological in containers

If it's equipment or containers, why would the burrowers take it? It'd still be in the vault and there'd be absolutely no risk for you to grab it.
If it's food, it's probably eaten/rotten by now and you wouldn't want to take that anyway.

What could be valuable is a boss fight with the hive queen (or similar big bug) that drops something Quinton would really want. Because having the vault itself have anything valuable wouldn't make the player do anything.

I understand Styg's going to expand the hive, it's a shame though, that the burrowers aren't similar to ants or termites because the bigger burrowers lay eggs (though this can be explained that they just carry them around). However, if there was to be a queen, I hope we don't fight it because queens can't do much other than lay eggs once they start doing that, and instead we'd fight the "royal guard" which in this case could be a pair of really big armored bugs, that are the only ones that drops some heavy duty carapace surpassing tungsten in toughness.

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Suggestions / Re: My list of things
« on: October 14, 2013, 10:31:35 am »
bump for list update

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Suggestions / Re: My list of things
« on: October 09, 2013, 10:24:40 am »
EDIT: Targetable spots would be a bit dirty in this game. Just look at psionics. You have 0 miss chances, do you really want to say psikers can't miss and even target their attacks? Talk about OP lol.

I specifically pointed out how Psi abilities wouldn't be able to target anything.

Quote
you can aim where you shoot and not where you Psi.

Either way, detecting traps shouldn't have anything to do with traps skill.

Also, new thing on the list.
Trivia: trap detection used to be based only on perception. It was changed a few versions ago. I can see good in both systems, but I think the current is better. It makes perception less of a mandatory attribute and also makes traps skill more useful.

Trap detection is more of a convenience than a necessity.
Perhaps this system would be the best:
Perceptions allows you to detect traps.
Trap skill increases the time it takes for a trap to explode and allows you to disarm them.

This way you can have high perception and avoid traps by not going near them, or have high trap skill and not need any perception, because you can walk on top of a trap and have enough time to run away or disarm it.

I don't think V.A.T.S. style targeting would work very well for Underrail, since it has many feats that sort of replace it (kneecap shot, dirty kick, execute, aimed shot, snipe, etc)

This can easily be remedied.
kneecap shot: if it hits, double the crippling effect. No need to target.
Dirty kick: stays the same, no need to target.
Execute: extra damage and no accuracy penalty proportional to the amount gained/loss by having to target a head.
Aimed shot: stays the same.

Really, it's not an impossible task. And I'd consider it an immense increase in the value of the game.

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General / Is it possible to beat Ezra?
« on: October 09, 2013, 10:14:15 am »
I had 10 will and 20 thought control, which only resulted in me being able to surprise him.

Is it possible to beat him if I wouldn't talk to him about psi powers (and thus not contest him) and level up my thought control to 100 and then contest him? with 10 will of course.

If not, I will have to add this to my list of suggestions.

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Suggestions / Re: My list of things
« on: October 09, 2013, 10:08:36 am »
Hmm... Snooping: "Increases perception by 3 for the purpose of detecting hidden passages and other secrets."
Pretty sure that's only for finding secrets. Compare and contrast with Paranoia's "Detection increased by 20%"
I'm not sure about this, but I think finding secrets is based directly on perception rather than detection.

Detection from 7 perception alone probably won't be enough to detect all traps, unless you're a bit overleveled for the area.

7 perception is still pretty high though, unless detection grows exponentially with it.
Either way, detecting traps shouldn't have anything to do with traps skill. A blind man cannot see a mine no matter how skilled he is at placing them.

Also, new thing on the list.

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Suggestions / Re: My list of things
« on: October 08, 2013, 04:01:08 pm »
edit: I didn't notice the OP had new points in it.

3. wiki traps page - There are two formulas for trap detection value, the greater of the two is used:
"Pure detection" equals 75% of your regular detection value.
"Hybrid detection" equals 50% of your regular detection value plus 75% of your effective trap skill.

Detection from 10 perception should be plenty for the traps currently in-game. Still, it may take a few seconds to detect traps, so you might accidentally run into some before noticing them.

4. there are plenty of secret areas, some are listed in the wiki

disarming traps feels plain wrong to me. Sure it gives XP but quite frankly, if I managed to disarm the trap I should get it so I am able to use it where I want or sell it.

wiki traps page - You get the trap item if your traps skill is 20 points greater than the minimum skill to disarm it.
This was in the house where the weird disc is.
I stepped on a mine -> died -> loaded game -> stood next to the trap for a minute -> didn't detect it.

Either perception doesn't work or the mines have insane detection requirements, in which case I'd still need to pump stats into traps to see them.

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Suggestions / Re: My list of things
« on: October 08, 2013, 11:32:51 am »
bump

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Suggestions / Re: weapon damage due to use
« on: October 02, 2013, 03:13:58 pm »
I've used and taken care of an Rk 62 assault rifle for a long period of time during my conscription, and after each and every time the rifle was taken from the cabinet and taken somewhere, not necessarily even used for other than carrying it around, it had to be cleaned and oiled before it was put back.

Every time you fire a gun, parts move and filth gets everywhere. If you do not remove whatever it is that's gotten to a place it shouldn't, it will wear out the parts, until when it's done that enough the parts break, as their structural stability is not what they're supposed to.

So, being a curious guy that I am, I decided to do a small scale test to see what'll happen to a small spot I didn't oil. In just a couple of days that small spot was rusty, badly so. Do note, the gun rusted while it was in the cabinet, not when I carried it around, so the damage was actually less than what it could have been. It took me a little while to get the rust off and in the end, the spot and the rust were so minimal nothing happened, and the gun passed all checks done by professionals when I returned the gun back to the armory for good.
Also, running in the woods caused tiny pieces of twigs and such to somehow manage to get into the gun.

My point is this:
If I didn't take care of my rifle at all, it would have become useless in a week or less, even without firing it.
I'd say if they gave me a couple of hundred rounds to fire, in one day of running in the woods and shooting all those bullets, the gun would jam or have parts break.

Underrail guy doesn't clean his guns... ever. Using firearms, he's constantly allowing dirt to go to the wrong places and cause the parts to wear out more than they should.
Laser weapons are probably more fragile by default and certain parts will wear out even if he cleaned the gun, and he'd have to replace parts anyway.

You will also have to understand that sometimes you have to ignore realism in favor of game balance.

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Suggestions / Re: My list of things
« on: September 29, 2013, 07:14:15 pm »
2. As far as I know, Styg intentionally made the repair kits work the way they currently are (common & cheap to buy, no skill requirements) because everyone needs them, not just crafters. As a side effect, you can make some extra buck by repairing valuable gear yourself before selling them off. There might be some room for economy tweaks here, but nothing too drastic. Personally, I'd rather have repair kits restore n durability rather than n value.

Problem is, the kits are not cheap early and later in the game you will have more money than you need and using a kit on a weak gun is relatively much more expensive than using it on a stronger one.


Basically, you have 2 things screwing over new characters, while you also have no real currency sink for the later stages of the game.

Having the repair kits work on value would help early game, while also providing a currency sink for later game.

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Suggestions / My list of things
« on: September 29, 2013, 08:13:18 am »
I will be adding things to this list, hopefully I'll bring something new to the table.

1. You should get a starting weapon based on your stats.
Instead of always starting with a pistol, you get a starting weapon for the highest offensive skill.
Should also apply to grenades, mines and such, as long as you have enough points invested in them.

2. Repair kits (should be affected by mechanics/electronics skill and indirectly by mercantile).
Instead of repairing a fixed amount of durability, it should repair based on the value of the item.
For example, let's say a weapon has 300 max durability, and when fully repaired is valued at 10000 credits. If the gun is at 30 durability, and is valued at 200 credits, the basic repair kit will repair 1000 credits worth of durability when used on it, bringing it to 70 durability and value to 1200 credits (numbers are made up).

What will this do?
It makes cheap starter weapons cheap to repair, high-end stronger expensive weapons very expensive to repair, mechanics/electronics to affect repair kits (e.g. 1 point in the skill increases the value which a repair kit repairs by 1%) and mercantile will reduce the cost of the repair kits indirectly increasing the repair/cost ratio.
Last but not least, it'll make "found a gun in low durability, sells for 200 -> buy a repair kit for 900 -> repair gun making it worth 3000 credits" available only to those with high mech/elec/merc skill.

3. More secret areas.
I've been running around with 10 perception (7 + 3 from trait) and I've only come across 1 hidden door after the initial trap doors in the outposts quest area.

4. V.A.T.S. style targeting.
I will refrain from using sexual innuendos in describing how awesome it would be.
Practical reasons:
Means that Psi is no longer just another gun and psi boosters the ammo, if you can aim where you shoot and not where you Psi.

5. Allow the player to beat Ezra in a contest of the mind.
Not necessarily becoming more powerful than him, but with enough will and thought control, one should be able to capitalize on the moment of surprise Ezra had, and beat him.

6. Different beginning.
You should never separate the player from his avatar, the discussion in the room at the start makes no sense, I shouldn't know what they're talking.
New start:
they haul your ass to their base from some place you've never left, which would explain why you're absolutely oblivious of the world outside.

Earthquake hits, damages your original home's defenses and riles up some mutants who migrate and destroy everything in their path. Everybody's dying and you escape with whoever's left, blow up some tunnels behind you, trapping the mutants there, at least for now. Thanks to being ambushed by rathounds and other beasts you're left as the sole survivor (point is you have to be the sole survivor because you can't have any past connections anymore). You get found by Gorsky's team and they bring you to SGS, and eventually you go through Tanner's tests and are accepted as a member.

Could also be that a diplomatic team from SGS was already at your old home when the earthquake hit, explaining how you escaped to SGS and not having the need to explain anything.

Or you emerge from your growth tank and go from there.

7. Unique weapons.
go through the toughest monsters just to get that Billy-Bob's 5mm pew pew or Bruno's electric crowbar.


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