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 - Ninjaxenomorph

Pages: 1 [2]
16
General / Re: Materials lagging way behind crafting
« on: April 19, 2016, 05:29:13 am »
Again, infused leather. I made some infused siphoned boots, quality shot from around 50 to closer to 100 after I infused it.

17
General / Re: Materials lagging way behind crafting
« on: April 19, 2016, 03:55:19 am »
It not only boosts the quality of the leather, it instills new properties. Otherwise, Hathor's leather is the best you can get.

18
General / Re: Heavy armor + sledgehammer = non-viable?
« on: April 09, 2016, 05:02:51 pm »
Hmm. I suggest investing in a backup ranged weapon then. The problem will stop, at least with burrowers; the Warriors late game want to be as close as possible.

19
General / Re: Heavy armor + sledgehammer = non-viable?
« on: April 09, 2016, 04:30:47 pm »
Do you have Sprint? Lots of melee enemies have that to close gaps.

20
General / Re: Modding Support - When?
« on: April 08, 2016, 02:19:02 am »
I'd love to help, but my programming skills are zilch, and translation skills limited to "What American accent would you like to convey?". Just a player that would love to get his hands on mods. I can write, though, and I could probably make a few maps, and I'm full of ideas.

21
Suggestions / Feat (or item?) Ideas- Facilitates Knife/Gun Synergy
« on: April 06, 2016, 02:46:10 pm »
Yeah, only one. I was considering how I would make an Underrail character based on another character I usually recreate in postapocalyptic RPGs. Said character, probably my next playthrough, is a bit difficult to play to the extent I want, because you can only equip two weapons at a time; the character I want to make uses assault rifles and is a specialist in close-quarters combat, and he likes his kukri. However, he also carries a pistol and makes use of that (and I want to use a .44 hammerer, I want explosive ammunition!), and switching, even with Quick Pockets, is awkward. So, I came up with a feat idea that would mitigate this:

Close-Quarters Combat
You can equip a knife to a utility slot. When used to attack an adjacent target, any gun, crossbow, or unarmed attacks deal (X%, maybe 15-20) extra damage if used without moving.

I realized halfway through this would probably be hard to implement coding-wise, and I realized a new item would also work: tactical knife. Same scaling as normal knives, but without as much customization, and a cool down. The feat above could even work with them.

Alternatively, an even simpler feat would perhaps give you an activatable ability where it costs little to no AP to draw a knife from your inventory, then maybe increases unarmed/melee/pistol damage for 1 turn.

22
Suggestions / Re: Core City House Suggestions
« on: April 06, 2016, 02:24:06 pm »
That's good to know! I can't wait!

23
Suggestions / Core City House Suggestions
« on: April 04, 2016, 09:21:21 pm »
I knew I was pretty much throwing money at nothing when I was furnishing the Core City house, and I think I have some suggestions that may entice players to not just kit out the basement for crafting.

1) House overall grants buff for visiting

In the dangerous Underrail, wouldn't owning your own house, with full amenities and security, grant you a little bit of peace of mind? I suggest that a small buff, scaling with how much the player has filled out the house, to something like Resolve and Fortitude. The bonus would get bigger the more stuff you have, but not necessarily with the quality of the stuff you have (what type of couch would be up to player, all would grant the same bonus). Most of the furniture (and the security quality) would grant small 1-2% resolve bonuses, only stacking to maybe 15%. Stuff like the broom closet and upstairs toilet, and maybe bed would grant fortitude bonuses (improved hygiene!). I'd imagine the buffs themselves would last similar to food, perhaps with some furniture (like shelves) making the buff last longer rather than improving it.

2) Workout Room Buffs

These are more specific; depending on which machines you've bought, allows you to work out and get some sort of ability score buff. I think the easiest way to implement this would be to make the items in the room interactive. Using them procs a use time like hacking or lockpicking (could use unarmed animations for the punching bag!), and you would then get a debuff that reduces whatever ability scores for what workout equipment you have (Con for dumbells, Str for weight bench, Agl for punching bag) for a short amount of time (you're tired!), that changes to a +1 buff after it expires. Would last a bit longer than food.

3) Kitchen Improvements

Far be it from me to ask for a cooking system (would require a lot of extra items to be added, although integrating it into the crafting system wouldn't be too hard), I would like the ability at the very least to cook raw hopper meat into steaks. Another idea is adding a grocer vendor, who delivers you food for a price, but that might be a little indulgent.

4) Story Trophies/Events

Maybe, when you become Invictus, you get something? Same for perhaps finishing different questlines; a Protectorate medal, some good  Free Drones graffiti for completing those questlines, some indication of who you worked for to earn the house...

Further, maybe some events? CAU/Free Drones assassins for completing the opposing questline who stage a home invasion (rewarding your security purchases!), perhaps a mob of fans of the Invictus that you have to disperse to escape the outside of your house. I really liked the situation with the hobo, kind of sad I scared him away; it would be fun to see more like that. Also, inexplicable wildlife infestations are never always fun. Maybe interacting with the mop in the broom closet cleans up the corpses?

So those are my suggestions for the house. I've had a riot with this game, regardless of my inexperience with the genre.

24
Bugs / Re: Report spelling/grammar errors
« on: April 04, 2016, 04:03:51 am »
I didn't think to record them anywhere, but the 'Gas the Drones' Protectorate quest has a lot of spelling errors. First one I noticed was Mareth misspelling 'Corporal' as 'Corpoal', and several with Will' dialogue thereafter.

25
Discussions / Re: How did you find out about this game?
« on: April 04, 2016, 03:56:39 am »
It's been on my radar for a while; I think I saw an article on PCGamer about it, and added it to my wishlist. I dig the setting, always been a fan of post-apocalyptic stuff. I'm relatively new to the strategy RPG formula, though; never played a lot of the inspirations. I'm not one to shy away from a classic formula, though, and took to it well.

Pages: 1 [2]