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Suggestions / Re: Feedback, some plotholes and mechanics suggestions [no tl;dr]
« on: December 26, 2018, 12:07:55 pm »
----->Suggestions part
Psi regen leveling up with player is fine. Psi amount not leveling and not boosted by anything is just an overlook. With how hard the game leans toward hordes of enemies near the end I doubt that a passive +1/+2 psi every level would break balance.
TNT not opening doors, cant shoot lock off or psi-trash it. Seriously? I can destroy a cave-in but not a metal door? TNT is not common unless you craft it industrial scale and even then its heavy to carry around. Let it work on doors too please. While we're at it: WHERES THE DETONATOR? I mean, let us set it as trap and explode whenever we want it.
Stealth even at 130+ wont make you permanently and completely invisible and its the only skill you have to spend SP on unless you want it really hard to suffer. Im glad I spent 5sp every level on this skill and was somewhat ready for DC. It still doesn’t work against true sight enemies, but at some point some feat should make it so.
Frakking stalkers and crawlers.
Now this is the enemy I would like someone be fired because of. Whoever thought that this is a good implementation of a stealth predator should stop playing tanks in rpg and just generally stay away from design. So you have a cooldown for you skills, human enemies have cooldowns for their skills just like you do. Managing timings and cooldowns is one of the major aspects of the battle. Then we have stealth and detection mechanics. We can go sneaky like and we can spot human-stalkers and lurkers, we can spot traps and they can spot us, but whoever has better sneak/detection skill has better and reliable chances of detecting and therefore initiating battle or avoiding it altogether. You have some tools at your disposal: goggles, flares, molotovs and fire spells, grenades, traps, forcefields, hitscan attacks. You know what doesn’t fit into all of this? Stalkers, their stats, their teleports and their cooldowns.
Who in their right mind thought that making an enemy who can constantly become invisible, invincible and teleport away at the same time while stun locking you+healing handicap debuff was a good idea? This enemy is broken and need rebalancing!
1)It should be squishy if its so sneaky
2)It should have a longer cooldowns on restealthing/restinging/teleporting away, somewhere around 5 turns
3)Chars with goggles/high detection should spot it sooner.
4)Get rid of them in Arke basement please! Its so disappointing and annoying to see the same buggers down there. You just know that its gonna take so much more time now. I don’t want to think about wasting time in a game, it hurts the overall experience.
5)Flares should really do what description says. Flares just point out that the cake is ready dear bugs please come and eat me. goggles, the do nothing and throwing grenades everywhere just attracts them to dinner (which is you if you somehow have doubts what served today)
6)It might be considered a bug, but the only reliable way to spot a bug is to begin casting a forcefield or other ability that requires free space and move it around to see which seemingly free squares are grey then nuke the place. There has to be other way
And it might be a motion scanner/life sensor in a form of a device and/or spell
Give us more interaction with portable pc our char has. Stack notes, maps, oddities under "portable personal computer" icon, also let us purchase map region from town vendors or sell explored data back to them. Plot wise it is because after earthquake there still reconnaissance that needs to be done.
Inventory screen needs some improvements, or a purse for keycards and keychain for keys with ability to see what keys we have (in portable pc maybe?)
Al Phabet is a fun joke towards hoarders, but really. Let us have a store, put all your stuff you don’t need there and let npc purchase and trade various stuff there while you are on a mission. Or maybe several stores in each major settlement? Tie it to a quest that resolves some problem in the settlement and give the ability as a reward or tie it to a feat so mercantile players can satisfy their need to collect shekels. Hire a civilian as collect your share every once in a while. Maybe even buy stuff from Al to make him happy.
A casino in core city or foundry would be a nice money sink to balance off the income and inevitable thousands of dosh at players disposal. Could be organically written into the foundry since people there work in such bad conditions the mayor builds a casino for them to move attention and complaints away.
Plot suggestions
Some backstory would be good, no one in the underrail cares who you are, but I as a player do. Its not about just the killing. For example some options:
A lot of info on world lore please! He who forgets his past destined to repeat it. Let us know the mistakes of the predecessors. Was it a man made disaster or some space/nature catastrophe? Explain, and explain a lot. Pylons, monoliths, hollowed earth, biocorp, underrail, core city, surface. Even if people are to afraid and cant completely comprehend the concept of surface, we have to know something.
Surface let us build a drill and pierce the roof with it. All while fighting the power at the same time. Give us a possibility to visit surface even if it will cost us our life. Maybe trip up there is what makes us resistant to Tchort so we are the only ones who now have to go there and deal with it before we die?
Finish the story and give us a reason to care. Because after watching expedition trailer the last thing that came to my mind was "oh man I really wanted to ride a boat, this is exactly what this game needed". And add some lines to people at SGS after you deal with DC. You come back expecting a warm welcome and instead there is a small council and then everyone acts as if nothing happened.
Endings don’t do their job: explain what will happen in the future. I don’t care about protectorate and station union because there was literally nothing that made me care about protectorate/free drones in the first place. Rail crossing seems to still have problem with raiders even tho I singlehandedly killed every single one of them. If anything, after that massacre I did in caves/passages/tunnels the underrail is probably as safe as it never was. Yet game shows no knowledge of that. Its once again tries to be fallout even following the order of fallout 2 ending slides: starting settlement->nearby hunter town->first major city->military power->local 'capital'->misc->tanker(train). And it shows nothing really important, its either "everything is bad" or "everything goes on" and only captures a very near future. In the end we have no past and no future, everything that happened from first to last quest was just because.
Maybe theres a reason but we wouldn’t understand it, right?
If have you read all this wall of text please try to explain if Im missing something. And thank you for attention.
Psi regen leveling up with player is fine. Psi amount not leveling and not boosted by anything is just an overlook. With how hard the game leans toward hordes of enemies near the end I doubt that a passive +1/+2 psi every level would break balance.
TNT not opening doors, cant shoot lock off or psi-trash it. Seriously? I can destroy a cave-in but not a metal door? TNT is not common unless you craft it industrial scale and even then its heavy to carry around. Let it work on doors too please. While we're at it: WHERES THE DETONATOR? I mean, let us set it as trap and explode whenever we want it.
Stealth even at 130+ wont make you permanently and completely invisible and its the only skill you have to spend SP on unless you want it really hard to suffer. Im glad I spent 5sp every level on this skill and was somewhat ready for DC. It still doesn’t work against true sight enemies, but at some point some feat should make it so.
Frakking stalkers and crawlers.
Now this is the enemy I would like someone be fired because of. Whoever thought that this is a good implementation of a stealth predator should stop playing tanks in rpg and just generally stay away from design. So you have a cooldown for you skills, human enemies have cooldowns for their skills just like you do. Managing timings and cooldowns is one of the major aspects of the battle. Then we have stealth and detection mechanics. We can go sneaky like and we can spot human-stalkers and lurkers, we can spot traps and they can spot us, but whoever has better sneak/detection skill has better and reliable chances of detecting and therefore initiating battle or avoiding it altogether. You have some tools at your disposal: goggles, flares, molotovs and fire spells, grenades, traps, forcefields, hitscan attacks. You know what doesn’t fit into all of this? Stalkers, their stats, their teleports and their cooldowns.
Who in their right mind thought that making an enemy who can constantly become invisible, invincible and teleport away at the same time while stun locking you+healing handicap debuff was a good idea? This enemy is broken and need rebalancing!
1)It should be squishy if its so sneaky
2)It should have a longer cooldowns on restealthing/restinging/teleporting away, somewhere around 5 turns
3)Chars with goggles/high detection should spot it sooner.
4)Get rid of them in Arke basement please! Its so disappointing and annoying to see the same buggers down there. You just know that its gonna take so much more time now. I don’t want to think about wasting time in a game, it hurts the overall experience.
5)Flares should really do what description says. Flares just point out that the cake is ready dear bugs please come and eat me. goggles, the do nothing and throwing grenades everywhere just attracts them to dinner (which is you if you somehow have doubts what served today)
6)It might be considered a bug, but the only reliable way to spot a bug is to begin casting a forcefield or other ability that requires free space and move it around to see which seemingly free squares are grey then nuke the place. There has to be other way
And it might be a motion scanner/life sensor in a form of a device and/or spell
Give us more interaction with portable pc our char has. Stack notes, maps, oddities under "portable personal computer" icon, also let us purchase map region from town vendors or sell explored data back to them. Plot wise it is because after earthquake there still reconnaissance that needs to be done.
Inventory screen needs some improvements, or a purse for keycards and keychain for keys with ability to see what keys we have (in portable pc maybe?)
Al Phabet is a fun joke towards hoarders, but really. Let us have a store, put all your stuff you don’t need there and let npc purchase and trade various stuff there while you are on a mission. Or maybe several stores in each major settlement? Tie it to a quest that resolves some problem in the settlement and give the ability as a reward or tie it to a feat so mercantile players can satisfy their need to collect shekels. Hire a civilian as collect your share every once in a while. Maybe even buy stuff from Al to make him happy.
A casino in core city or foundry would be a nice money sink to balance off the income and inevitable thousands of dosh at players disposal. Could be organically written into the foundry since people there work in such bad conditions the mayor builds a casino for them to move attention and complaints away.
Plot suggestions
Some backstory would be good, no one in the underrail cares who you are, but I as a player do. Its not about just the killing. For example some options:
- Born at SGS
- Renown talent from nothern underrail
- Once a core city citizen running away from big city life
- Former foundry worker
- Lone stalker
- Free drone/protectorate deserter
A lot of info on world lore please! He who forgets his past destined to repeat it. Let us know the mistakes of the predecessors. Was it a man made disaster or some space/nature catastrophe? Explain, and explain a lot. Pylons, monoliths, hollowed earth, biocorp, underrail, core city, surface. Even if people are to afraid and cant completely comprehend the concept of surface, we have to know something.
Surface let us build a drill and pierce the roof with it. All while fighting the power at the same time. Give us a possibility to visit surface even if it will cost us our life. Maybe trip up there is what makes us resistant to Tchort so we are the only ones who now have to go there and deal with it before we die?
Finish the story and give us a reason to care. Because after watching expedition trailer the last thing that came to my mind was "oh man I really wanted to ride a boat, this is exactly what this game needed". And add some lines to people at SGS after you deal with DC. You come back expecting a warm welcome and instead there is a small council and then everyone acts as if nothing happened.
Endings don’t do their job: explain what will happen in the future. I don’t care about protectorate and station union because there was literally nothing that made me care about protectorate/free drones in the first place. Rail crossing seems to still have problem with raiders even tho I singlehandedly killed every single one of them. If anything, after that massacre I did in caves/passages/tunnels the underrail is probably as safe as it never was. Yet game shows no knowledge of that. Its once again tries to be fallout even following the order of fallout 2 ending slides: starting settlement->nearby hunter town->first major city->military power->local 'capital'->misc->tanker(train). And it shows nothing really important, its either "everything is bad" or "everything goes on" and only captures a very near future. In the end we have no past and no future, everything that happened from first to last quest was just because.
Maybe theres a reason but we wouldn’t understand it, right?
If have you read all this wall of text please try to explain if Im missing something. And thank you for attention.