Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - UnLimiTeD

Pages: 1 ... 21 22 [23] 24 25 ... 31
331
Suggestions / Re: Melee Charge
« on: January 29, 2014, 06:57:46 pm »
How about just a regular attack with +20 Move points to cross the distance, and the action points you spent on the charge are added as a percentage to your damage and accuracy?
Heavies would get the advantage of spikes, but lighter armour allows an even greater movement radius.
Could also slow the enemy down to keep him in range for the next round.

332
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 22, 2014, 11:28:29 pm »
Maybe we need a packrat Feat?
+30 Weight Limit?
Or +50, -5% sales revenue (stuff gets damaged on transport)?

333
Suggestions / Re: Shroomhead alternative?
« on: January 21, 2014, 06:36:29 pm »
... The new economy also cuts the price of all items in half. 

334
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 19, 2014, 10:07:26 am »
If "Traders buy 2x as much, No character carry limit" was available in the menu as a cheat, or more neutral a "Mod" like in the first Unreal Tournament, then I'd be fine with that.
Also, thanks Styg for putting it that well.
I'm a Game Designer myself, but in my free time kinda intend to not watch over that.^^
I really like feeling good about making the right choices, instead of regretting them because they turn out "too good". ;)

335
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 18, 2014, 02:34:52 pm »
That's a rather onesided view, though.
What about people that like to tinker with character builds, like, say, me, who are then forced to take suboptimal choices just to not make the game boring.
Recent examples include Dishonoured, Path of Exile, or for Boardgames Battletech.
Min-Maxing is fun, and it it turns out too easy, ends up OP, or the choices that have to be made are blatantly boring, it ruins the experience.
You may say it's like not using cheats, but I'm personally fed up with having to purposefully gimp myself just to enjoy a game. Isn't there also a component of beating a challenge?

336
Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 16, 2014, 07:47:11 pm »
Maybe add an exponential requirement progression system where you can gain up to +5 on a limited amount of skills you use very often?
Nontheless, I'm intrigued to try it before I really judge. :)

337
Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 13, 2014, 06:26:39 pm »
Regarding the difficulty, wouldn't it be better to just increase the health by 50% and then grant an extra 50% based on the health that an average character has?
If you go for a stealth sniper, going easy mode or not will not drastically change your survivability given the low base health.

338
Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 13, 2014, 12:30:16 am »
Now this is an interesting idea.
Kudos.

339
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 10, 2014, 08:18:36 am »
I think it's better than every container containing stuff.
It always bugs me that every damn chest in near everygame seems to be purposefully placed for me to grab it's contents.
Well, it is, but it's too obvious. It's nice to have some empties, though maybe not only.
As for slots, weight, I'm fine with either.
I'd go for an abstract one, with the item taking between 1 and 5 slots, and strength only having a very small effect so you can say it does :P
Ironically, the characters that can carry the most often don't need to.
If a Char has 10 strength, he's probably melee, so less running costs for ammo.

340
Suggestions / Re: Can we have"power aromr " ?
« on: December 11, 2013, 06:13:14 pm »
New armours require a ridiculous amount of work, so it's not specifically likely.
The need for Energy cells to even move would probably be mighty annoying, though.
Besides, this isn't fallout. Just saying. ;)

341
General / Re: Reset Character Stats
« on: December 09, 2013, 06:58:22 pm »
One point to note is that throwing means accuracy, You don't need it too high if you plan to use it from 4 hexes away outside of crowded areas as a self defense measure, you just occasionally happen to hit yourself.
Save in those cases.

342
Development Log / Re: Dev Log #24: Combat Initiative
« on: December 02, 2013, 07:51:04 pm »
Sounds awesome.
All of it.
Shroomhead... well, if that replaces the 40% regen, it's probably a change for the better, but it'll also be somewhat pointless.

343
General / Re: Scrappers or Black Eels?
« on: November 26, 2013, 07:33:30 pm »
Now, now, you gotta choose.
Beacon of light, or still walking?
Make your choice. You can't possibly have your cake and eat it, too.
Unless you meant that literally, in which case you could try drinking some of the barrels in Depot A[suspicious] or ask Ezra if he's got some of the good stuff left[/suspicious]. :P

344
Suggestions / Re: Map eta?
« on: October 28, 2013, 05:40:59 pm »
I got a question about that:
With everyone living underground, and most people probably not terribly educated, how do most people have a concept of "north" anyways? ???

345
Well, the skill things can be fixed on the skill things, now can't they?
Add 5% extra synergy, and suddenly you need a bit less. ;)

Pages: 1 ... 21 22 [23] 24 25 ... 31