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Messages - SagaDC

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31
Suggestions / Re: Silent Isle
« on: September 28, 2013, 01:55:07 pm »
I didn't have too much trouble with the pack of Rathounds, once I realized that I could easily lure them back toward The Captain. He ends up helping you take them out, with his assault rifle. I think there's a group of three Psi-Beetles right outside the Monolith Chamber, though, so I generally avoid that area unless I'm running a Psi-oriented character (since the bonus Psi Points / Bilocation power is worth the trouble).

32
Bugs / Re: Report spelling/grammar errors
« on: September 28, 2013, 01:43:09 pm »
One of Wyatt Pear's lines is: "Stayed here even when everyone else fled or gone insane from mutations."

It should probably be: "Stayed here even when everyone else fled or went insane from mutations."

33
Bugs / Pistol Scopes
« on: September 28, 2013, 12:31:14 pm »
I'm sure it's already been pointed out, but the Scope enhancement cannot currently be used when crafting a pistol. I'm not sure if this is an error, or simply because there are currently no 'Scoped Pistol' art assets. :)

34
Bugs / Re: Report spelling/grammar errors
« on: September 28, 2013, 12:17:01 pm »
Not quite a spelling or grammar error, but still a typo. The item 'Sniper Rifle Frame: Harbinger' has the following description: 'This frame is used to create Corsair type sniper rifle.'

It references the wrong type of Sniper Rifle. And I suppose it should be slightly tweaked to say something like 'This frame is used to create a Harbinger type sniper rifle' or 'This frame is used to create Harbinger type sniper rifles'.

Very minor, but I figured it was worth mentioning.

35
General / Re: cant complete Gorsky's quest [SPOILERS]
« on: September 28, 2013, 11:42:23 am »
It's also worth noting that, technically, the key to the hatch isn't even necessary. If you have a high enough Lockpicking skill (50+), you can bypass it that way instead. :)

36
Bugs / Zone Transition Failures
« on: September 28, 2013, 09:51:55 am »
I know this has been reported before, but I've noticed that I'm getting more and more Zone Transition Failures the longer I play the same character. They were rare at first, but now that I have a Level 10 character tromping around in Junkyard, I've started seeing them with greater frequency.

At the moment, I can't enter the 'Back Alley' area of Junkyard (preventing me from finishing Grover's optional quest), and I can't exit Junkyard back into the Hopper Caves (forcing me to use the Ferry to get back to South Gate Station). Not insurmountable, but mildly annoying. :)

EDIT - Upon returning to South Gate Station to visit the vendors, I've encountered more Zone Transition Failures. I can no longer visit Floors 6-8 (Medical, Engineering, and Agronomy).

EDIT x2 - Or the Hopper Caves.

37
Suggestions / Silent Isle [SPOILERS]
« on: September 28, 2013, 09:04:50 am »
There are absolutely spoilers for a minor quest in this post. Read at your own risk.

Wasn't going to put up another suggestion tonight, but that was before I died twenty times on Silent Isle. I'm sure it's been mentioned before, but the doppelgangers really need to be toned down. As it currently stands, the quest is almost impossible to complete for a PC that doesn't have Thought Control.

Given the placement of moderately difficult enemies (Rathound Alphas and Psi-Beetles), the player can't rush to pick up the Lost Cargo on the northern shore. In the time it takes to maneuver and fight through, at minimum, two packs of Psi-Beetles, the player is set upon by the doppelgangers.

As they currently are, the invincible doppelgangers can easily outrun the player and still inflict three unavoidable electrical attacks that cause an average of 10-15 damage per strike (or upwards of 25 on a crit). The doppelganger fades after three or four turns, but that still gives them time to inflict an average of roughly 100-150 damage to the player before they vanish - more than a single Health Hypo can heal. Then, before the cooldown on the Hypo is even finished, another Doppelganger will appear to finish the job.

I can understand the presence of the Doppelgangers to protect the Monolith at the center of the island, given the potential power of the Bi-Location ability, but they're a bit too daunting for the cargo recovery. They either need to be toned down (maybe a longer cooldown between Doppelganger appearances?), or the cargo needs to be placed closer to the zone entry point for faster recovery.

At the moment, 'in and out' isn't a very reliable strategy, because the Doppelgangers will swarm the player to death before they can escape.

EDIT - I managed to push my Gunner/Trapper through the quest eventually by using hit and run tactics. I ran in, killed a group of enemies, then ran away (ie, left the island entirely) to let the 'Strange Feeling' debuff fade (and to let the cooldown on the Health Hypos finish). It took a total of five trips and twelve Hypos (plus two bandages, which were inconsequential) to kill the Rathound pack, and two of the Psi-Beetle groups. I think I was attacked by roughly eight Doppelgangers during that time.

38
Suggestions / Thoughts on Traps (And Grenades)
« on: September 28, 2013, 08:09:18 am »
So I've started running with my sixth character (Medium Armored Gunner with a focus on Crafting, Stealing, and Traps), and it's given me time to formulate my thoughts on the current state of Traps.

Personally, I almost entirely ignored the Traps skill on my first few characters - at least until I reached Junkyard. At that point, after exploding a dozen or so times, I re-evaluated my need for the ability to disarm traps. Given the curve, the Traps skill is still forgiving enough to be used as a lower secondary skill (I think you can disarm most of the mines encountered with a skill of 50-60).

At the moment, there are only three types of traps (EMP Mines, Frag Mines, and HE Mines) in five grades of quality. All three are craftable, with fairly simple recipes that closely resemble the recipes used for grenades (albeit with larger quantities of explosive required). Properly assembling mines requires a mixture of Mechanical and Chemistry skills (or Electrical when crafting EMP Mines).

Using traps gets a little trickier. It either requires foreknowledge of where a patrolling enemy will be going, predicting where a stationary enemy will move once combat begins, or using a high level of Stealth to plant a mine near an enemy. A secondary concern is, of course, moving away from the mine quickly enough to avoid being caught in the blast radius. For most light-to-medium armored PCs, a single mine of the lowest grade can often mean instant death.

With that in mind, the first thought is to increase the variety of traps for other tactical situations. As it currently stands, there are no low grade traps - Mines are expensive and dangerous for a beginning character, and they aren't encountered at all for the first three or four story missions. A good starting point might be something like a 'Snare' or 'Bear Trap' type of trap.

A snare-trap would be single-target with a temporary immobilizing effect, but causing no damage. A bear trap would be similar in concept, causing a temporary immobilizing effect in ADDITION to causing damage (and possibly bleeding?). The added benefit of a bear trap would be that, from a crafting standpoint, there are already scaling components (ie, Serrated Blades) that could be used to make varying levels of bear traps (with higher qualities causing more damage or immobilizing for a longer time?).

Then there are potentially other types of traps that cause damage other than mechanical. We have EMP Mines for use against Sentry Bots, but there's no reason you can't run further with the idea of specialized explosives. Incendiary or Napalm Mines would be easy to implement (as would Incendiary Grenades), using the Magnesium or Napalm C items from a crafting standpoint. The potential utility would be for a grenade/mine that causes less immediate damage than a Frag/HE explosive, but has a high chance for causing ongoing Fire DOT with the attached Fear/Panic effect.

On a similar note, there might be some potential for a Molotov Cocktail type of grenade (using the Gasoline component, and maybe a Flask?). It might be used as a low-damage grenade that leaves a small, lingering field of fire (similar to the Acid effect seen on Mutated Dogs). From a cost standpoint, a single unit of Gasoline and a Flask might be too low, so multiple units of Gasoline (or maybe a few units of Fabric Scraps) might work better.

Beyond that, there's the potential for other exotic traps or grenades (along the lines of the Chemical Blob Trap, which I completely forgot about). Poison-spraying traps. Flashbang Traps. Freezing Cryo-Traps. Shrapnel Traps (causing bleeding damage?). Maybe even some kind of psi-negating traps, that damages or blocks the psi-abilities of those caught in the blast?

There's also some potential for alternate components. Maybe an Optional Slot on Mine Blueprints, where different types of detonators can be fitted. A proximity detonator might allow a mine to go off when an enemy passes within two or three spaces, instead of moving directly adjacent. A timer might disable the adjacency trigger entirely, causing the mine to go off after five or so seconds instead. A camo tarp (or something similar) might make it harder for an enemy to detect the trap - although I've yet to actually see an enemy try to avoid or disarm a trap.

In regards to Feats, there's also a few potentials that spring to mind. At the moment we only have the Trap Expert Feat, which allows the PC to plant traps more quickly (with a reduced detection chance). Other potential Trap-oriented Feats might include:

Catch! / On The Fly: An active Feat that grants the ability to plant a trap during turn-based combat mode. Allows the player to drop a trap to cover their retreat, or to go out in a blaze of glory. High AP cost and/or Cooldown to prevent abuse.

Cautious / Watch Your Step: A passive Feat that increases the player's trap-detection skill, or that gives them a set percentage chance (maybe scaling with their Agility or Dexterity?) to not set off a trap when they stumble onto it. Provides an option for avoiding traps more efficiently, even without sufficient skill to disarm them.

Demolitionist / Precision Placement: A passive Feat that improves the damage or grants a crit-chance to traps the player plants. Effectively a similar Feat to the 'Three-Pointer' Feat, but used with traps/mines.

Duck and Cover / Hit the Deck: A passive Feat that increases the player's Resistance/Threshold against damage caused by explosive Traps and/or Grenades. Maybe it prevents the player from setting off his own traps, or provides an additional degree of resistance/threshold against their own traps?

Finders Keepers / Waste Not: A passive Feat that decreases (or eliminates) the additional difficulty to Traps checks in regards to recovering a disarmed trap. Maybe it applies a fixed percentage chance of trap recovery, to prevent an excess build-up of cash from disarming. An alternative might be recovering components instead of a full trap (mine case, explosives, etc.), when disarming with insufficient skill to recover the trap intact.

Red Wire, Blue Wire: A passive Feat that allows the player to disarm traps more quickly, in addition to another minor effect. Maybe it prevents a critical failure from detonating a mine? Maybe it slightly reduces the disarm difficulty?

As a final note, I would suggest a new component for Goggle/Helmet crafting. Polarized Lenses. Fighting Sentry Bots can be a huge pain, due to their Flashbang grenades, so an optional component that increases resistance to Flashbang-induced incapacitation would be welcome. :)

39
Suggestions / Re: Thoughts on Melee
« on: September 27, 2013, 03:07:45 pm »
Nice. Always good to hear that you're one step ahead of the players, when it comes to content design. Not surprising, though, since you've already built a pretty solid game. :)

I also wanted to suggest some kind of 'powered' version of the knife, like a vibro-knife or ripper blade (depending on what Sci-Fi property you look at). Not sure how well that would fit the setting, though, since the highest-tech items portrayed thus far are energy pistols and sentry-bots.

Amidst those feat suggestions, I really wanted to work one in with a 'Knight' theme. The recent introduction of Riot Armor with Shields really seemed to lend itself in that direction, especially given that the armor set only really meshes with pistol and/or knife use (and maybe unarmed? Haven't tried that combo yet). Not sure what it would do, though. Maybe something along the lines of...

Knight Terror / Silent Knight: Passive Feat that grants an additional minor Encumbrance reduction (stacking with Nimble), to still make the Riot Armor w/ Shield viable in terms of movement and stealth (since 50+ encumbrance can be pretty crippling in that regard). Maybe an additional percentage chance for the 'Block' effect of the Shield to trigger in melee combat. Possibly restricted by weapon choice (although honestly there are only three weapons that someone in that armor set can use anyway).

Or maybe...

Blockade / The Wall: Passive Feat that grants an additional chance to trigger the 'Block' effect of a Shield against mechanical ranged attacks. Or possibly a passive or triggered ability that grants resistance/threshold to non-mechanical ranged attacks such as Acid, Cold, Heat, or (maybe) Electricity. Maybe a passive ability that reduces or eliminates the encumbrance penalty, but only in regards to Dodge and/or Evasion?

Regardless, I look forward to seeing what you come up with. Especially if any of my suggestions were solid enough to influence some small part of the game design. :P

Apologies on the post lengths. I tend to get a little carried away when I start thinking on things like game design. But that's usually just because I really, really enjoy the game in question.

EDIT - Playing through the Junkyard area again at the moment (with my sniper/trapper build) and I just remembered that there's a 'Tackle' effect that dogs can inflict. Since it's already coded, it might be ideal for use in an Unarmed Feat. Maybe a triggered ability that causes unarmed damage and imposes the Tackle effect on the target, or maybe a passive ability that automatically causes the Tackle effect (percentage chance or on-crit?).

40
Suggestions / Thoughts on Melee
« on: September 27, 2013, 09:34:35 am »
Just bought the game last week, and (apparently) I've already logged over forty hours into it. I must say, it's been a pleasantly addictive experience, and I look forward to eventually getting my hands on the final product.

That said, I figured I'd join in on the Suggestion bandwagon. I've played five different character types, and that's given me a few thoughts on things. That said, I'll start with melee (and knives in particular).

I've had a lot of fun messing around with melee, and its interesting to see the 'categories' of melee weaponry. Knives are the quick-attacking low-damage option, and sledgehammers are the slow heavy hitters. Unarmed kind of straddles the line between the two, given the option of leather or metal gloves.

From a character-building standpoint, there are a number of Feats that apply to melee-users that can influence their growth:

Hammers: Bone Breaker, Cheap Shots, Pummel
Knives: Cheap Shots, Crippling Strike, Cut-Throat
Unarmed: Bone Breaker, Cheap Shots, Deflection, Dirty Kick (kind of), Heavy Punch, Lightning Punches

There's some synergy with other Feats, too, like 'Opportunist' (especially in relation to Cheap Shots) and 'Recklessness'. Cut-Throat is incredibly powerful, of course, but it requires an exceptionally high Stealth skill (and appropriate equipment). All told, the current feats for melee weapons are more or less balanced - although Unarmed does get a bit of extra love, not that I'm complaining.

From an equipment standpoint, though, it falls apart a little. Hammers and Unarmed are more exceptional here, especially when custom-building equipment, due to the potential for special attachments. Shock and Piston attachments can significantly increase damage output, at the cost of energy/recharge upkeep, and blades add a nice (but relatively inconsequential) bleeding damage debuff.

Knives don't really match that, though. At the moment, there are three types of knives that come in two different materials - with no options for attachments. Ignoring weapon quality, the average Tungsten Dagger/Knife with about 7-12 damage with an AP cost of 12. That allows for four attacks per round, with an average of 10 damage per hit (discounting crits). At the moment, I believe the best knife is a quest reward, and it comes with a small bonus to defense.

With that in mind, it might be nice to see a few knife mods enter the scene. Maybe some kind of molecular sharpening mod (bonus damage/crit at the cost of durability?), or a custom/weighted grip (bonus to accuracy?). The shock mod for Unarmed/Hammers might be a good fit as well, and some kind of poison or venom mod might also be appropriate (either a low but persistent 'poison' damage modifier, or something that requires periodic reloading).

More Feats are always fun too, of course - although I realize that there are already more on the way. A few potentials spring to mind:

Aim for the Gap / Penetrating Strike: Triggered knife (and possibly unarmed) attack that partially mitigates armor. Provides some extra damage potential against heavily armored targets.

Batter Up / Swing for the Fences: Triggered ability granting bonus damage with a Sledgehammer, at the expense of a boosted AP cost (effectively making it a single attack for the round, given the 25AP attack cost on most hammers). Equivalent to the 'Heavy Punch' Feat for Unarmed. Possibly with a knock-back, knockdown, or stun type effect? Not sure if knock-back or knockdown is something that can be coded in the current engine. Seems redundant to suggest incapacitate or stun, given that those effects are already possible with the Cheap Shots Feat.

Follow Through: Passive ability, granting a small number of bonus Movement Points after a successful melee attack? Allows for maneuvering between strikes, or for a hasty retreat after several successful hits. Synergizes well with Hit and Run.

Go for the Eyes / Eye Gouge: Triggered unarmed attack that does minor (or no) damage, but reduces a living target's combat stats for several turns. Effectively a single-target version of the 'Yell' Feat, but with a focus on Melee instead of Intimidate. Might also apply to knives (although stabbing someone in the eye with a knife would probably do more damage :P).

Hamstring: Triggered knife attack that slows a target (possibly with bleeding damage?). Effectively a 'knife' version of the Kneecap Feat. Provides a potential route of retreat for injured melee-fighters, and works well with 'Opportunist'.

Razor's Edge: Passive ability, granting a small bonus to critically hit with knives - or maybe a percentage chance to cause bleeding damage (maybe on a crit?). Grants a persistent buff to knife-type weapons, matching the persistent buffs offered to Hammers and Unarmed (Bone Breaker, Deflection, Lightning Punches).

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