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Suggestions / Re: Luck stat
« on: November 12, 2019, 01:29:26 pm »Really the idea behind it is for challenge runsSounds like a lot of work for something you as the player can easily customize. Want more challenge? Play through without ever using energy shields. That one tiny change will profoundly impact the game. Not enough? Play with no healing item use - you need healed, go to the doctor. That'll make a huge difference, too. Still not enough? Play with slightly-reasonable item stack limits, like one or maybe two grenades per belt slot. Play an Ironman-style character and reroll when you die. Play without stealth. Play with minimal violence. Play without armor, just run the entire game in your starting clothes.
All of those things require zero dev time, zero mechanics modification, zero changes to the game at all. And they're already built into the game, ready for you as the player to choose to stick with. Adding another core stat and figuring out its interactions with the stat balance, skill pools, and game effects while still giving it a useful role to play (because, design 101: If It's In Your Game, It Should Be Meaningful) is an awful lot of work for what amounts to a third or even fourth play-through option. What do you figure the rate is for that? One player in a hundred? Personally I doubt its even that high.
Besides, a Luck stat already exists in UnderRail. It's called the RNG