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« on: December 28, 2015, 08:46:10 pm »
- Reduce AP requirements for higher caliber weapons. It requires almost three times the amount of time to pull a trigger on a .44 handgun than a 5mm? Criticals and ammo reduction aside, what is the advantage of using a weapon with higher damage if the damage seems to scale almost directly with the amount of required action points? The lower caliber weapons also have the advantage of being able to potentially spend remaining AP on a second target if the first is killed at the beginning of the combat round.
- Attacking out of stealth should automatically grant initiative to the player for the following combat round (at least with melee attacks - implementing this for ranged may have too great of an impact on overall tactics / balance). Seems odd to land an attack on an unsuspecting victim out of stealth only to have that person turn around and gain first round combat initiative against the player.
- Percentages for close proximity non-melee attacks seem rather unrealistic. Granted I'm only level 7 with 45 or so in guns at the moment, but I can stand on a square adjacent to an enemy with the barrel of my gun practically touching the guy, fire a burst and actually miss 5 out of 5 shots with an SMG. It's as if half of the enemies in the game are tuned into The Matrix or something. Seems like within a certain distance (3 squares or so) the probability should be weighted differently - something a little more realistic (with the advantage being offset by a higher probability to be hit in return of course).
- Add a separate slot for goggles (Granted you probably shouldn't be able to wear them over a full metal helmet, but goggles and a balaclava seems fairly reasonable). I wouldn't consider something like this to be in opposition with the overall game direction of damage reduction vs nimbleness / perception.
- Double points allocated to crafting skills (or reduce skill requirements). The crafting aspect of the game seems pretty cool, but I find that I'm having to dump all points into combat / lock picking / hacking / evasion to progress through the game at a difficultly level that I'm comfortable with. Maybe crafting is intended to be more of an endgame activity, but right now it seems like I can either choose to live the mundane life of a tailor specializing in rat-skin jackets, or attempt to complete the quests in the game (slight exaggeration there).
Anyway, that's my two cents. I'm sure there will be those that say NO, NO, NO! and that's fair enough, but I don't know... they seem like reasonable suggestions to me.