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Suggestions / Re: A better psi fix
« on: September 21, 2020, 04:21:44 pm »But the tchotchke (the glove) does nothing about any of those things.But first off a weapon degrades and needs to be repaired, that isn't something that the patch touches. Plus boosters plus an item that takes up a weapon slot would very much be making psi more in line with other weapon types. Not only do you have ammo (boosters) but you have the weapon to maintain (gauntlet). Again that means right now that hybrids can carry up to three effective weapons at a time based on build when a pure psi or pure weapon build won't be able to carry that.
Your explanation is all about how to limit psi powers either in strength and versatility, but the New Psi clearly shows that the innervation mechanic can do those things. The glove, the physical object, does nothing. That's unlike a weapon; you can't just throw bullets at your enemies and have an effective outcome. And your opportunity cost of having something taking up a weapon slot isn't an opportunity cost for psi users, only for dabblers, who don't get the raw power out of psi because their stat profile doesn't support it. They're not the ones Styg set out to nerf.
No you can't "throw bullets" but the mechanic would be the same, there would be a persistent cost and failure to maintain equipment may not mean you couldn't use your abilities but again they all would be heavily impacted.
As for what Styg set out to fix, from what I have read it was the fact that pure psi users had to much utility and power available at all times. That there was no ammo cost, no upkeep, and that it would be hard to add new abilities into the system as it is right now. You are saying my suggestion doesn't fix any of that but you haven't actually explaned how. Innervation just adds "spell slots" but the issue is that a pure psi build will still be able to use all four schools just not as many of the abilities at the same time.
The problem with this however is that even with the added cost it still doesn't really add diversity to builds. The utility spells that hybrids want they still can use with little investment, the spells that a pure psi build would want they still can use. It just makes the less desirable ones like force emission even less desirable to take for the average user, and I have had people tell me you easily can get buy with 6 slots...which means the need to change or adapt with 8 is even less which brings us back to the original issues psi has: to much utility, power, and accuracy all available at the same time.
So if outright restricting isn't solving the issue the solution is to make the options more impactful. Innervation is cheap, easy, and is more of a annoyance mechanic then an effective one. But as I am suggesting anyone who wants to use psi would have the same build considerations as what gun to use or what melee weapon to use. It also would allow customization by the crafting system which is something that psi builds really don't have much diversity at the moment with either.
My point is that if you're trying to float ideas to limit psi, go at it as a fix to psi. Adding A Thing to the mix gets you all wrapped up in the thing and you end up - as you did in your OP and your explanations - changing effects with The Thing without addressing the underlying concerns.
If you are seeing actual issues that this suggestion doesn't address please point them out, because obviously from where I am standing I am seeing this system add diversity, reign in the power and utility, gives meaningful choices, and makes psi more like other weapon choices while not actually removing the reasons one might want to make a full psionic build. Which from what I am reading in Styg's posts are what they were going for in the first place, but either their patch doesn't really address.