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Messages - nuclearage

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1
Suggestions / Re: mind hacking, mind infultration, downloading
« on: April 07, 2014, 05:44:33 am »
Quote
if you want to hack or pick locks you need the skills, not ignore them completly and have a power do it for you to save you points to spend elsewhere.

Sorry I hope I understand what your saying, maybe I didn't write it out thoroughly.

It wasn't suppose to be the wizards lv.9 knock spell, bypassing those lock picking skills with magic, making the rogue in your party useless.

Just adding range to picking or hacking. By base skills, I meant lock-picking and hacking.
so you could use this power to hack a terminal using your base of 50 in hacking, but you don't gain the 10 bonus that you would have with the Haxxer mk III.
you would have to loose psi doing it, and have to use up a lock pick or some battery power to make it happen.

You want to hack a terminal, but a auto turret is just waiting for you to get to close, so you stealth at a good distance and try to mind hax it,
out comes:
so you find out you cant, and you are going to have to confront the turret and use your haxxer.
or
you succeeded and it saved you a step while are at a safe distance from gun turret, now you can use the elevater.


Mind hacking seemed like a good Cybermancey thing.


2
Suggestions / mind hacking, mind infultration, downloading
« on: April 06, 2014, 07:08:42 pm »
quick suggestion on perks or powers, and  hacking.

Mind hacking; hack a electronic objects from a distance, but uses your base skill.

psychic Infiltrator; pick a mechanical objects from a distance, but uses your base skill.

downloading: computer systems may have a data base in which you can download schematics from, or you may have to hack to gain access.
a new item would be empty versions of the blue schematic drives.

3
Suggestions / Re: weapon mods, parts.
« on: April 05, 2014, 08:15:13 pm »
a grenade barrel could work on machine guns, the graphic wouldn't have to be altered for the gun or a firing animation, just re-use the grenade explosion animation. you might need a second ammo bar, for grenade rounds.

4
Suggestions / Re: Branding
« on: April 05, 2014, 03:14:14 am »
It would be funny to find a old dead cave hopper, with a description and image of a bar code on the side and the words "David's best brand"
Implying it was engineered.

5
Suggestions / Re: weapon mods, parts.
« on: April 05, 2014, 03:05:10 am »
I was reading about Loadout, (which is kinda borderlands meets team fortress),
which seems to just revolve around changing weapons and projectile behaviors: when I wrote this.


6
Suggestions / weapon mods, parts.
« on: April 03, 2014, 06:33:34 pm »
I had a few ideas on parts to make things more interesting.


Elemental barrels: Add a small portion of other damage to a weapon.

Plasma fussing inducing barrel chamber: turns you bullets to plasma.

other unique  barrels

time: slows down the bullets so they can penetrate velocity shields.

dimensional: to penetrate phasing shields.

Splatter: changes the dynamic nature of the bullets making them act as a liquid temporally and causing the to splatter all over.

Spread X barrels: shoots a number of bullets in a horizontal patter that is determined by the number of barrels X.

space bending:  lets oyu make imossible shots but also is need to penetrate certain armors


bullet types

Homing: seeks target and that target only.

Hornet: bullets linger in the air for a short time, attacking targets that enter their proximity.

Ricochet: they bounce around the room,


Hand grenade:

teleportation: teleports its self to you enemy's location.

Inferred Homing: the grenade has a good chance of seeking out a living target

Intelligent Homing: it seeks your chosen target.

Bouncing: it can bounce a number of times before exploding.

Gravity: sucks enemy closer to its position, before exploding.

Floating: it hangs in the air, ignore objects in its path. glides in a strait line, not lobbing like normal ones.

Flying: can head around corners.

Flying zigzag: goes all over in a attempt to stick a target at comple random.

boomerang: it explodes then comes back to your postion to expode again.

Ricochet shrapnel: the shrapnel has a chance of doing extra damige.

flaming Barricade: creates a short flaming barricade, a fire wall

Biting: like a sticky grenade, also causes bleeding.

sticky: throwing it at an enemy will cuase it to stick, so that enemy is a watking time bomb. a creature such as a dog wont be able to remove it.

lava: a fire liquid fountains out each turn phase and progressively fills the area.

glacier: creates a ice barrier that will explode after designated turns.

tundra: turns the ground to ice

7
Suggestions / Branding
« on: April 02, 2014, 05:00:39 am »
Ive recently became aware how great themes are, and one of the best kind is branding.
I was playing borderlands 2 and there is so much branding, fallout has some too, its a really fun concept.
I love getting to choose a company that Ive gotten to know, got results from or got addicted to.

Components for crafting might have old world manufacture names or the ones that exist like Bio-corp or south-station, black eels.
There must be some industry in the under rail.  it would expand the action side as well, factions have industry the excel in or be mediocre at a product.
Or dr. so-and-so makes the best necron-converters in the land and you might see this item through out the under-rails, and to ge the best one have to meet him.

If the people you meet running post-apocalypse sub-terrain food courts where brand name food chains.
a good story plot might be the supposedly long dead bio-corp just became a well know Eel burger franchise.

Or say your rummaging through a trash bin and you spot some gun parts and you get really amped you because you see a Cat logo in the corner. And your like cat-people make the best delta-phase ion-cannons, and you do a little air gaiter solo in phrase of your findings.

8
Suggestions / Re: Crafting suggestion for high INT characters.
« on: March 10, 2014, 03:50:34 am »
Nice, thank you guys for the responses, I'm still finding out whats-whats in this game.

I don't know if others tried high INT character. Its my style to be a coward, hiding and trapping.
I like being part of the science team and keeping my distance in combat with nades and mines.

Its getting better as you level. With so much crafting skills, I was expecting to turn desk-chairs into armor or something outrageous.
Throwing became a mixed bag early on it was pricy and I was out of ammo quickly, but its cool now.

perks so far of high crafting.

-Saving money
-Making money
-Much Higher level grenades and mine earlier.
-Everything you find has some use.

What I'm not sure about (at the moment)
-The items I find on enemy's are higher stats and worth more, then things I can craft (Minus grenades)
-crafting skills don't seem to influence dialog choices (maybe I'm wrong)

yeah, I don't care about picking up caltrops and re-using them, just if I could clear them out of my way with high trap skill or something.
So far I dump a millions of tons of caltrops daily and it ruining the environment.

I love how the robots disarm my mines. The first time I witnessed it happen, it scared me so bad; never saw that coming.
I'm going to guess the evolution of that is a robot sweeps up my caltrops and throws them back at me.


just saying...
IF: I can shoot mines.
Then: a high level humanoid might think the same way and start shooting at my mines.
 
-thanks







 


 

9
Suggestions / Crafting suggestion for high INT characters.
« on: March 06, 2014, 11:25:53 pm »
I just a started character with 10 INT. and filled all crafting skills to the brim.
I wouldn't recommend it, because aren't many benefits to crafting at the moment.
your horrible other things. high Int characters aren't balanced at the moment,
really no reason why you should kept sticking points in INT at high levels.



suggestions:
-unique items that can only be crafted, crafting weapons lets you make special versions. jury-rigging crazy items.
removing the need for a special gun frame for making chemical blob guns use the (SMG frame) to make a burst type chemical guns,
making chemical ammo with poisons or electric shocking jelly. Adding multiple lasers to a laser gun. altering it battery size.
Add a scope to the chemical blob gun. chemical ammo that works in a normal gun. napalm blob gun.
craft gun turrets and robots, and hack/electronics robots, turrets, electrical boxes,


-letting you mod already finished weapons and armor.
Add a scope to a normal gun or a another barrel, jury-rigging the clip to hold more ammo, add poison to normal caltrops or a bear trap.
add spikes add other armors, coat you armor in a fire-retardant, or rust proofing chemicals.

-throwing is neglected more weapons
throwing daggers and ninja stars. Molotov cocktails: gasoline, bottles, clothing scraps.
the ability to pick up you caltrops.

-explosives,
The ability to shoot mines

-explosive barrel.
the ability to extract the gas, oil or whatever explosive from it.

I'm surprised theirs isn't no random junk like soda cans, bottles or canned food.
the healing hype, needs to many components, It just feel unbalanced compared to psi booster.

-thanks

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