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Messages - FreonRu

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Suggestions / Re: Endgame Content
« on: October 12, 2021, 06:08:12 pm »
Good day. I apologize in advance for using google translate.

Endgame proposal. How about randomized rifts? Those. the ability to get into random caves / complexes / dungeons / islands / bunkers on the surface (well, at least once), ruins of super-corporations, western subway, just rooms filled with bandits / animals? those. the end point of the teleport is unknown and teleports the player to a completely unknown area or inaccessible in the usual way.

You can even beat this with another quest from the dude - for example, he remembered that if you add mushroom squeeze to the "juice", then the effect of teleportation will be unpredictable.

Damn, even how about an unpredictable teleport with time rewind.
There is only one case - a random teleport that leads you to deep caves and teleports you to a room with a mutagen (while the biocorp was still intact) and it is the player who will screw something up.

Case two - a random teleport will lead the player to the South Geist station ... 300 years after the game. And depending on the decisions made (helped at the dump or not, saved the camp or not) - you can observe what exactly will become of the station - complete devastation or prosperity.

Case three - a teleport that leads the player to the moment the faceless are sent from the deep caves to the subway, exactly the moment when they realized that the cube was lost and urgently needed to be requisitioned.

Case four - the northern subway and the moment of dialogue at which the issue of sending the expedition was decided - the true goals and the real customer.

2
Suggestions / Re: Several proposals for chemical / energy weapons
« on: July 24, 2021, 01:21:32 pm »
In addition to various attachments, for example: 1 increase in the area for a chemical shot (the area is not 3x3 cells, but 5x5), but a decrease in distance). 2 increasing the firing range, but reducing the clip from 8 to 6 shots. 3 shooting in short bursts - 3 shells at a time, but with reduced accuracy.

You can also consider another, for example a very rare recipe, according to which you can create a chemical pistol that erases acidic ammunition that is heated - i.e. the strength of the acid itself increases, but also gives a possible effect of arson (for example, 10% for 1 shot). The player would need to carry both acid ammunition and incendiary rounds.

3
Suggestions / Re: Buff Doctor feat
« on: July 24, 2021, 01:15:40 pm »
It can also be suggested that in addition to reducing the rollback time for taking medications, increasing the strength of the healing also reduce the negative effects of medical items (for example, the negative effects of morphine).

4
Suggestions / Re: Ability to favorite items
« on: July 24, 2021, 01:13:40 pm »
I strongly support you! this will make the sale much easier and make it impossible to accidentally sell the necessary items.

5
I apologize in advance for using google translate.

We have already skated on several levels of the metro, have been in the deepest caves, swam in jets on the underground sea, even accidentally looked at the base of the gray army.

But what about being able to surface? For example, in one of the abandoned laboratories of the biocorp or another corporation from the big six, there is an old abandoned elevator to a small base on the surface - the player, with the help of some faction, repairs the elevator, will be able to get there and make short and damn dangerous sorties.

It's like the black sea zone. Travel on the surface, because it is unsuitable for life and probably very toxic, it can be done only on special vehicles (to protect itself from the effects of the external environment) - for example, an isolated armored personnel carrier (with a closed life support system). To leave for research from an armored vehicle only in certain places ... otherwise, leaving the vehicle in a random place and without means of protection - health is quickly lost and turns into a mutant.

At the expense of the enemies, I do not even undertake to imagine who or what could have survived there. The turret on the transport could definitely help here.

Honestly, I bought a similar update without even thinking. This is Underrail! But I can't imagine how much effort and money it will take to develop such a thing ... most likely as much as the addition of the expedition.

6
Suggestions / Several proposals for chemical / energy weapons
« on: July 06, 2021, 07:18:33 pm »
I apologize in advance for using google translate.

I have a couple of questions / suggestions about the game:
1 Why is there no possibility of using additional modules for a chemical gun? For example, for firearms, you can put a laser pointer, an extended magazine, etc., for laser and plasma additional modules are also available ... only chemical pistols are deprived of additional cells. The ability to put an additional module diversifies craft well (for example, the ability to put a smart module or a laser pointer).

2 How about an energy / chemical rifle (two-handed analog of a pistol)? Slightly larger magazine size, slightly larger firing range. There are two-handed and one-handed firearms.

3 How about a flamethrower? There are incendiary grenades, there are traps, there is a chemical pistol with fiery charges, there are psi abilities, there are incendiary cartridges ... there is not enough flamethrower and flamethrowers ... oh, and there would be severe enemies.

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