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Messages - Kadze

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Development Log / Re: Dev Log #28: Energy Shields
« on: February 09, 2014, 12:01:49 pm »
May be i missed this, but does shield on make  player less stelthy or not? Such an illumination must totally make visible.

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General / Re: Abram
« on: January 29, 2014, 11:01:02 am »
Killing abram will start some quests after? well i took the borower hid it in barrel and killed him. Nothing happend =(

And why can't i tell about him info i got from longliving guy in depot a? or rport about his death?

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Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 29, 2014, 10:28:33 am »
- Loot is not completely random, it's separated by category (electrical components, firearms, meds, etc). We'll probably go through the maps once to make sure all the locked containers do. :) It wasn't my intention to troll anyone, it's just that when I was reducing the amount of loot in GMS and Depot A (it was insane before) I didn't pay attention to which containers are locked.

well really lots of locked boxes and container were extremly... empty=)

Anyway this version made me replay the game with great interest. New economic, locations, enemies - everything is awesome.
 personally i'm waiting for plasma and laser rifles.

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Suggestions / Re: Recycling/repairing
« on: January 29, 2014, 09:44:24 am »
Welcome Kadze.

While your suggested repair system does make sense and seems sound mechanically, I'm pretty content with what we have now and probably will not be spending any more development time on it.

What I might do, as you and others suggested before, is add a new blueprint ("salvage"?) that can disassemble an item to retrieve one of its components.

Ok. I got it). Thx for answer!

Of course i understand that what i suggest needs really much time and resources, and they are needed much more on the game development.

anyway this salvage idea may be good, but on what will the quality of the component based? may be in item stats + bonus of skill? cause if it will be based only on skill or stats it may be out of balance. If on skill it will give high quality components from scraps and if on item stats - it will make no sense mostly cause if there is already an item with good stats why will you need to disassemble it? (except when it is for component for another item - for example a power core from plasma pistol for clocking device). May be i'm wrong and everything is better then i see.

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Suggestions / Re: Recycling/repairing
« on: January 28, 2014, 07:19:40 pm »
May be this will be in high difficulty=)

I still think that the idea is good cause in the economy it can be easely made on the same lvl and make the game bit more interesting.

Else what do you think about psy suggestion?

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Suggestions / Re: Recycling/repairing
« on: January 28, 2014, 05:50:15 pm »
hmm... i think that the mechanic i suggest may be done bit friendly with economics.  For example by making bit more parts for buying.

May be i'm looking from the point of higher lvl.

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Suggestions / Re: Recycling/repairing
« on: January 28, 2014, 04:26:07 pm »
Having lots of money is good but there is nothing to buy. Some consumables as ammo don't need this much money.
Well, when you don't have a part - bad things happen=)
repairing - using the same quality parts - must not need skills, but upgrading (over some point) may need the same skill lvl as needed for crafting such a thing. If there used a part which has quality just a bit better (for examole 5 points) it may need less skill lvl.

balance is a difficult thing - but i don't think this will heavely punch it - degrading alwayse may be changed in some way - this makes some good balance fixer.

As for psy. i don't like it much just cause it's alredy too overpowered. If it is supposed to be a main weapon then ok - but it has no real weak points as weapon. I have an idea of some kind of mind overheat for psy use but it's not fully complete to write. the point in short is to add third scale of overheat of mind ability, which will grow on every use of psy and starting to make damage to you on some lvl(40% some dam for every use, 60 % dam is doubled, 80% chance of getting stunned after every use, 100% - damge is tripled and chance of beeing stunned). I dont have an idea how to decrease it - simple standing and waiting isn't good i think.

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Suggestions / Recycling/repairing
« on: January 28, 2014, 02:38:56 pm »
Hi! Well it may look bad when the first message is already theme and a suggestion, but i've been playing the game for three months already and tryed to read forum carefully so i'll try.

My point is that getting money in the game still very easy (even with new economic system). Main source of money usually fully repeared guns.

The idea is in recycling items not in scrap from which you can make repair kits, but in details. There should be some connection between parts quality and item state (heavely damaged item gives worse parts).

Next repairing - not kits again! This must be similiar parts! Your favorite  gun in cracks? find good quality parts for it, to repair! If you use bad quality part -item becomes worse. In this part there may be also item upgrade (for example high quality part will make item better).

In the end i suggest not to throw repair kits away, but to make them repair item not fully, but for some %, at which item can be used but not with fully stats (for example -10% of damage, or armor).

I suppose this will make game more realistic and will fix economics.

PS Sorry for my english, don't know it good enough.

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