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General / Steadfast Aim - Functionality
« on: June 02, 2014, 02:04:48 am »
Is the bonus from the base pistol AP firing cost, or from the reduced cost (assuming dexterity actually does lower pistol AP cost)?
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I will look into the bugs you've mentioned. As for the rest:
- Import/export is a metagame feature. If someone wants to use/abuse it for whatever reason they are free to. As you said there's only one campaign right now and it doesn't serve the purpose of preserving your character through continuing story. Might change in the future.
- When badly damaged, items don't give any positive bonuses. So for example, the goggles won't give you perception bonus.
- Conditioning does not increase resistances, it just reduces the final amount of damage (once it gets past the resistances and thresholds) by said amount. It's not the same thing and it's not listed anywhere except in the feat's description.
- Damaged weapons have reduced precision, not damage.
That would be in the late Junkyard.
It might take a bit longer at the very end, but it's really not much to write home about.
).However, if load times progress with game progress, I expect to see some signifiant sources of boredom another 5 hours in, as soon as that content is available.
Okay, so I know that some creatures respawn. I know that some things (mushrooms) respawn. I know that merchant inventories respawn.God I hope so.
Are there any plans to have character inventories respawn, for pickpocketing purposes, or is it planned for this to stay constant throughout the entirety of the game?
In addition to the suspicion bar eventually depleting.
I suppose it's the sentry bots essentially stunning you for 3-4 turns in a row (given enough sentry bots)?
They actually do allow you to make a significant amount of extra money; f.Ex. having a decent tailoring skill allows you to turn the rathound hides you "find" early on into leather armours that you can sell for far more money.
Raw materials are indeed incredibly rare, and it's not worth the money nor the skillpoints to try and create knives or hypos.
The items required just don't seem to drop reliably... I guess if I got enough of a certain crafting material I could buy the recipe then just buy the OTHER ingredients which might allow me to craft them at a fraction of the price... though I don't even know if that would be worthwhile.But the more you want of an item slot, the more attractive crafting becomes. Metal Armours, for example, offer three support slots you can fill, and to my knowledge crafting is the only way to create a chemical pistol, for all the good it will do ya.
I never thought of crafting as a trade skill, although late in the game you make more money, if instead of selling some gun frames and barrels you could (if you have the blueprints and skill) sell guns instead and make more credits than selling those parts one by one.
With my sneaky character, i craft my own traps and it is a very nice useful thing to have. I can decide
on the spot if i want one big dangerous mine or instead, lot of weak mines to place around. I also have access to better traps earlier on the game.
With my Sledgehammer guy, i craft my own electroshock Sledgehammer that's usually much better than the ones for sale, specially with the power management feat that's always nice to have, and cheaper to get.
Crafting Health Hypos is hard because of the many components required and the rarity of some of them, yet
i find it quite useful to have. But much more useful is being to able psy boosters. Back when the recipe was only 3 psy mushrooms and a syringe i had my psy meter always full but now that you need 5 psy mushrooms i have much less psy boosters but i still find the ability of crafting them quite useful since syringes are cheap and psy mushrooms are free.
I don't.
Saving/loading is still way slow, but a level change with autosave hasn't taken more than 20 seconds, so far.