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Messages - CrabClaw

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It would require more tuning of course, but with the psi slots I wonder if it could be better balanced (so as to not completely push out niche utility spells) if each psi ability had an innervation point cost associated with it. That way your PT Contraction would cost '6 points' to innervate (or however you want to flavor it) while your neural overload only cost 1 or 2. The point cap still scales off of some combo of will and intelligence, but at least now the opportunity cost of innervating different abilities isn't locked in at a 1:1 ratio. You can either load up on several many different utility spells or a core of high-impact ones.

Basically aping the same system as the memory utilization / skill chips similar to what's used in Nier Automata or other games. Maybe with some scaling bonus attached if you're not using up your full allocation.

I do feel that the current implementation as laid out does push out the more niche spells.

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I'm assuming you're new to the game and have just started.

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Remember how Fallout would let you heal just by waiting or using your skills every 24 hours? Is there anything like that in this game?

The doctor on the medical floor of SGS (your starting location) will heal you for free any time you talk to him. Other settlements typically have doctors that will heal you for a fee. Outside of doctors, you will not regen any health below 85% without special items. If you are at/above 85%, you will slowly regen back to max HP. Psi points regenerate every turn. Bandages can only be used if you have over 40% health, and not at all while in combat.

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Also it's very jarring to not have a skilldex, can I use my skills on the environment at all, or is it all automatic like Fallout 3/New Vegas did it?

Skills (like lockpicking/hacking/trapping) are typically auto-used, e.g. when you use a lockpick/haxxor on a mechanically/electronically locked container, place traps, etc. There are dialog options / actions that are only selectable with the requisite skill level, like repairing the elevator shaft at the GMS compound requiring a certain skill level in mechanics. Feats, on the other hand, can give you activated abilities (like Aimed Shot or Blitz). These abilities are typically combat-focused.

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And do I REALLY need to use an expensive consumable every time I want to open something? That seems a little extreme.

You have to use either a lockpick (mechanical locks) or a charge from your haxxor (electronic locks) to open locked containers, yes. Some locked containers (typically only story-specific ones) may also have a key/passcard hidden in the environment. Lockpicks are cheap. Using the base-level haxxor (mk1) uses 5 points of charge and does not consume the tool. Edit: higher tier haxxors consume more charge per use, but grant a bonus to your effective electronics skill for opening the lock. They're still not consumed on use. Recharge haxxors using batteries, the cheapest version of which are only 'expensive' in the beginning of the game.

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General / Re: skill point / build ? for a relative UnderRail noob
« on: January 31, 2018, 06:16:48 am »
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This quoted bit is the sort of thing I'm looking for - I'm not looking to make a truly powerful character, simply one that isn't tedious to play / is fun to play.

Reading through this, that is essentially what that advice is telling you - unless you're playing on easy and maybe normal, such an unfocused build is going to feel tedious. Unless you have some particularly sharp and deep meta-game knowledge to make up for the very sub-par build, that is.

You don't have to use a hyperfocused build and be powerful to play the game, but I'd consider focusing this build pretty substantially. Psi (especially metathermics) demands high skill point and stat investment. A psi/xbow user is possible, but as others have pointed out, metathermics isn't the best support school. You're of course fine to try whichever build you want to, but as is you're likely to have a hard time attempting to shoot off in so many directions.

If your crossbow skill isn't high relative to enemies' evasion, you'll never hit them. If your traps skill isn't high relative to enemies' detection, they'll see them and will just walk around. If your metathermics isn't kept up, your high damage abilities won't be so high damage, and you won't proc extra effects as they are more readily resisted. Is the game 'doable' in this situation? Yes. It's just pretty likely to be very tedious, especially in particular areas. And that's not even bringing up your crafting / hacking / conversation skillpoint investment into it. If you plan to play on easy, then I can't speak for that as I have not played on easy.

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