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Topics - player1

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31
Bugs / underrail.exe description
« on: January 03, 2016, 08:01:48 pm »
underrail.exe file description is TimelapseVertigo.Game

I guess this is outdated description that would need to be updated.  8)

32
Suggestions / So, who is using energy weapons?
« on: January 02, 2016, 08:40:40 am »
I'm looking into possible reasons to use energy weapons, but I can't seem to find any.

If I need high armor piercing attack, I would use sniper.

And if in close range, it seems that burst of bullets is still superior to 2 laser or 1 plasma attack.

What am I missing?

33
General / Frag Grenades overpowered?
« on: January 01, 2016, 08:13:20 pm »
Is it just me, or are Frag Grenades overpowered when used against player?

First, there is direct heat damage. That is OK.
Then if grenade hits the player almost directly, he will get hit by 5-7 fragment hits, each worth as much as single bullet from the decent gun, increasing total damage to ridicules proportions.

Maybe I'm missing something?


Note that there is no issues when attacking enemies, since when targeting multiple enemies those fragments will be split on multiple targets. On the other hand, player is always on his own, so he will be hit with full force of all shrapnels.

34
General / SMG charcater builds
« on: January 01, 2016, 10:24:43 am »
Some ideas how to build characters in order to use two SMG burst attacks during player turn.

1) All rounder

STR 7 (for Full Auto feat to get 7 bullets from the burst)
DEX 7 (needed to get 36AP burst for H&K SMG)
AGL 6 (needed for Spec Ops to reduce burst cost to 24AP for H&K)

There is enough points level to build rest of the character any way you like.
For example it can be mixed with Sniper build with PER 10 and Sniper feat delayed to 10th level (or taken earlier instead of Spec Ops).

On cons side, 8.6mm SMGs would require 28AP to burst fire, thus not possible to use them twice in the round.

2) Min-maxed

STR 7 (for Full Auto feat to get 7 bullets from the burst)
DEX 10 (needed to get 36AP burst for 8.6mm SMG)
AGL 6 (needed for Spec Ops to reduce burst cost to 24AP for 8.6mm SMG)

This build is less flexible, but gives the most SMG burst power.

35
General / Do some merchant buy any of the following...
« on: December 31, 2015, 07:33:33 am »
Do some merchant buy any of the following:
Bottles
Bolt trigger
Throwing knife (any kind)
Nets
Dog crates

36
Suggestions / Invetory enhancement
« on: December 27, 2015, 03:50:12 pm »
In light of current trading and inventory systems, following enhancements to the inventory would be great.

1) Have different sorting options: by type, by price (stack or single item), by weight (stack or single item)


2) Have ability to show item value/weight ratio. Essentially, how much is 1lb of the item valuable.

This would greatly help when deciding if item is enough valuable to carry or is better to put in stash, due to it being too heavy for its price. Also, have sorting option for this. Currently, player is forced to get this estimation manually, on their own, which adds unnecessary tedium.

37
Suggestions / Trading system improvements
« on: December 27, 2015, 03:14:53 pm »
Hi Styg,

I really like the game, including current trading system.

But I think some improvements can be made, without sacrificing its depth.

Here are some ideas.

1) Have "usually buys" description for each merchant, which would describe what kind of goods they would sometimes bye.

Currently, player only knows what merchant would buy at this moment, and not what all kind of items merchant could require later. By formalizing merchant roles this way, it will be easier for player to decide what kind of items to stash in vicinity for the future, when merchant requests get refreshed.

I think it would be easy to implement (merchant essentially already have those descriptors, they are just not exposed in the UI), and would greatly benefit the players, decreasing some tedium of the trading aspect of the game.


2) When in settlements, show player stashes as part of the inventory during trading.

Idea would be that when inside settlements, any stashes, that are owned by player, appear during trading.
This would streamline trading aspect of the game, without loss of depth and player would appreciate lower tedium during trading.

This would, of course, require implementing some kind of mechanic, that would mark specific container in the settlement as player stash, as well as what maps are part of the settlement.


3) And for the last, something more ambitious.

What if there is "global" trade screen for each settlement? Idea would be to list there all merchants that player discovered from the settlement, and buy things directly from there, without needed to manually go to each merchant. Only requirement would be for the player to be inside the settlement (no buying from Junkard, if in SGS).

Idea of this enhancement would be to additionally reduce tedium during buying/selling phase of player adventure.

I understand this one would be more tricky to implement, and personaly, I would rather get in-game map feature first, before this.  ;D

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