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Topics - harperfan7

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91
Suggestions / Idea for riot armor in Infusion
« on: October 09, 2021, 07:17:02 pm »
In underrail, riot armor is probably the worst of the four main armor types for general use, at least most people see it that way.  It is good in specific situations, but rarely outside that.  One of the biggest complaints is that shields are only useful against melee attacks, and even then they aren't too reliable or much good, frankly. 

So, I was thinking, why not combine riot armor and tacvests into one armor type, and make shields either an equipable weapon slot item or an optional 5th component slot item.  Vest + panel + armor + cloth (+ optional shield slot, potentially).  No matter what, the armor gives x3 DT vs bullets.  The armor slot can either be used for tacvest armor options (beetle carapace, antirifle, etc), or it can be used for some "riot armor" component(s) that gives extra defense vs melee attacks.  Shields, regardless, give extra defense period (not just against mechanical melee attacks) at the cost of more armor penalty and only one-handed weapons, with different shields having different qualities. 

Also, police in some countries have started to wear chainmail tunics under their regular gear because they keep getting knifed.  Would be cool if chainmail was a component you could add to these armors.

92
Suggestions / area suggestions for the final update
« on: September 17, 2021, 06:47:20 pm »
If When you add omega station to the game, I think it would be neat if the entire station was pitch dark with no power, so you have to bring light sources/NV in order to explore.  If not omega, then a multi-level dungeon or series of maps somewhere, maybe in infusion.  If omega, have a str 20 check to open one of the unpowered gates (maybe have it be slightly cracked open now; could be str 16-20, but there's tons of str buffs now), maybe in addition to that beetle map east of the rig with a mysterious wall that totally isn't a secret back entrance.

In DC right before the labrynth there is a cave full of rathounds.  Near the labrynth entrance there is a small crevice that you have to go around; why not make that an agility check to jump over? 

In the river map right outside Oculus, an agility check to jump the river at the south end near the rail crossing train map exit.  Make it a higher one, like 10, and maybe keep that siphoner on the other side from jumping out until you get across.

There are a handful of areas in the game that repeat players pretty much always avoid unless they are playing on classic or are hunting down specific enemy drops.  Assuming you haven't done so already, I suggest making these locations for random encounter containers (like the mushroom brew bag or one of those hacking boxes, or a dead body).  The early-game upper caves burrower map is the first one that comes to mind.  The lower passages death-stalker map, the black crawler lair, hopper island, etc, would all be decent ones.

In the early game, especially in the areas closer to SGS, maybe add random encounters of rathounds, psi beetles, mole crickets, stalkers (not death-stalkers), etc, maybe only on hard and/or dom.  That crossroads map outside omega's main entrance (from GMS, one map east then north) seems like a good spot for random encounters (of any kind, not just fights) but I've never seen any there. 

In lower underrail maps with roads, there are sewer grates along the sides of the roads.  If you think it's worth your time, maybe make one of those a perception or strength check to enter, with a tunnel down there.  Maybe a short vents-style area with some random loot/enemies/traps.  Or maybe make it connect to the under-passages?

A random fragment with a mole-cricket horde/hive and a queen boss who drops a 1 point oddity?  I know mole crickets are meant to be the merest of early-game obstacles, but a surprise map that makes them kinda challenging would be neat, I think.

Adding a guaranteed, but randomized-location item/container in the early game in places repeat players usually never go to. 
Like: on the old jonas map in those little dead-ends, in the outposts behind the buildings, sgs in unmarked container in unused area, under/across from the sgs train station, etc
Tying in to that:
Have you considered unique footwear?  For instance a pair of old-world sneakers? 
Unique helmets?  Like a dirt-bike or motorcycle helmet?
Either could make good early game loot; I could see sneakers giving +2-5 to persuasion for a nice almost unique bonus. 

Speaking of unmarked containers in sgs, you could add something helpful to 1st level characters for the outposts quest, like a small amount of 5mm jhp, or a mining helmet.

93
Suggestions / Infusion suggestions
« on: August 24, 2021, 11:41:49 pm »
A reason to have a con score between 3 and 9:  you can have 1 active drug status (jumping bean, adrenaline, morphine, etc) for each point of con, more than that and you suffer a debuff of some sort (sick, over-medicated, etc) or maybe you just can't take more drugs
if you want to be harsh, make it 1 status per 2 points of con
Also, you could increase benefical drug durations for higher con characters and increase drug cool-downs for lower con characters (and lengthen debuffs, like adrenaline fatigue).

It bugs me that you can't jump down to or up from rails to the platforms on either side.  Could be an agility check, but everywhere along the platforms. 

I think it would be fitting if strength lowered your effective armor penalty a teeny bit.  People might take higher strength to reach certain thresholds (like 15% for nimble) with a given component combination.  It also gives people more reason to increase strength besides melee damage and metal armor (and countering crippling strike in metal armor).  Carry weight is there, but I don't think anybody is increasing strength to increase carry capacity.

Kevlar (as it is) and antithermic should have their armor penalties switched.  Antithermic is VERY good for just +5% assuming you aren't a stealth build or aren't currently concerned with stealth, whereas kevlar is awful on leather armor and decent on tacvests, being "good" only on very heavy tacvests.  This also kinda makes blast more appealing since if you're going 10% for heat protection you might instead go 15% for explosion protection in general.

I think it would be fitting if tungsten knives required 4 strength, and .44 hammerers require 4 or 5.  For the knives I just think it makes sense; there's no real balance concern considering that tichrome knives are probably superior (however there is the crippling strike problem; it would be fair to require 3 str for regular knives).  For pistols, there's little reason to use anything but a .44 at the moment; requiring 4-5 str might motivate people to use lighter calibers on their gunslingers, and for those who do take 5 to use hammerers, well now they qualify for steadfast aim at least. 

I think it would be interesting if robots came in different metal types and had their stats change to reflect it (and their appearance would indicate what metal they're made from).  Steel would be the most common, but tungsten robots would be slower and better-armored, whereas tichrome robots would be faster and less-armored (but have better heat/energy resist).  Likewise, robots ought to sometimes drop corresponding metal plates when they "die", with stronger robots dropping better qualities. 

You've said before that you want to do something about energy shields; what if they affected the outgoing damage on your ranged (including psi) attacks? and maybe lowered your throwing accuracy?  You can still just wait until the end of your turn to activate your shield, but you can't do that on subsequent turns. 
Maybe active energy shields just lower your effective guns/xbow/throwing/psi skills based on how much they protect.

A big change that would help balance the game (and give it much more tactical depth) is an overwatch/readied-actions system.  It would certainly help close the gap between fast builds and tanky builds. 

Tying in to that suggestion:  what if grenades could be bounced off walls/around corners? perhaps with a fuse delay?  This would help deal with overwatching enemies and give characters some more area denial options (at least against intelligent enemies), and of course it would be used against the player as well.  It would also give you a way of "nerfing" grenades by making it much harder to bounce/time grenades with lower throwing skill, in addition to general placement accuracy.  As it stands, you throw grenades at clumped enemies almost like a mage fireball instead of something resembling their real-life use; irl you don't see a group of enemies in the open and throw a nade, you shoot them; grenades are mostly for enemies around corners or behind walls.  Also, if you "cook" a grenade by activating it with the intention of throwing it on your next turn, but you get stunned or incap'd before then...

I think item qualities should be lowered across the board by about a third, at all stages of the game.  q160 should be max-tier end-game quality. 

TM needs the nerfbat and everybody knows it.  Really it's just LTI, contraction, and stasis.  LTI could be a simple fix, like increasing it's duration cooldown by 1 or 2.  Contraction is just too good, even with it's occasional drawback; I made a thread a long time ago about how I think it should be a feat that lets you cast dilation on yourself for the opposite effect and requires 7 will; if not that then do something more than it's current drawback at least (perhaps it's drawback always occurs, but is weaker with higher skill).  Stasis is strong, but what makes it OP is it extends beneficial durations by another round (on top of basically letting you have two turns in a row and wasting enemy buff durations); if it just didn't do that, if your buff durations didn't extend into your free turn, it would be noticeably weaker (but still very strong). 
However, people also say that you can handle anything in the game with distortion/ripple.  I don't have any ideas on what to do about that, if anything.

Lastly, and this isn't a suggestion, it's just an idea:  I drive forklifts at my job, and seeing all the unusable forklifts in the game has always kinda bothered me.  What if there was a spot in a dungeon that is blocked by big heavy stuff (like stacked crates) that could be moved with a high strength check, or you could repair a nearby broken-down forklift with a mechanics/electronics check and operate it to get rid of the obstruction?  I know the crane in the waterway facility is like this, but still I'd like to see it. 

94
Suggestions / Assorted suggestions for the final update
« on: August 22, 2021, 10:49:05 pm »
edit:  adding:  Some jetski combatants use pistols and smgs that are 5mm, sometimes even silenced.  These are almost literally worthless in jetski combat. 

Nerf W2C:  Have it do 90% base damage and only bypass 35%-50% of armor.

Have Tony show up at Ray's as an employee if the expedition is over and he/aegis survives. 

An mp-boosting food:  +5-10 mp, maybe a candy bar
also perhaps nerf root soda to +3 init +5 mp
also perhaps a very rare +2 AP food that can only be found, never bought

The faceless group you encounter after beating the last boss; they drop equipment with durabilities ranging from about 800-1500, yet I can find some elsewhere in DC up to about 2400; since this is the last real fight of the game and also one of the hardest, and the faceless are the most technologically advanced faction, why not give them the good shit?  2400+ durability items
Also, you could have them start the fight with infusions active, maybe food too, maybe only on DOM

I didn't see many enemies with food active; I expected to see more natives with bison milk in particular.  During invasions at least.
Maybe enemies of various factions could each have a chance to have a randomly selected food from a list that makes sense for their faction.

In the DC labrynth, there is a faceless tunneler with a corpse; maybe give that corpse a mask fragment oddity?

For your house, add the option to install a safe and give you the key. 

Perhaps Colton in junkyard wants to buy 0-2 random jet parts, seeing as how he's on the docks and the Eels are a naval faction.
Tying in to that, perhaps have jet parts be rarely found in the early game or else away from the waterways as random loot or in special locations.  Can't make use of them early but if you haul them to a merchant you can make some decent cash. 

On DOMINATING, hide the tags on special dialogue checks that let you know that option is a persuasion check or an intelligence check or whatever.  (I showed some people these suggestions before posting; this is the only one that got any real flak)

Reduce the bonus from the Beast tattoo to 5%; people currently seem to recognize it as the "best" option for most builds and I agree.  The next most common being the shadowlith fragment which I see as fine, especially considering how late it's requirement comes.

Reduce the AP-cost reduction of the doctor's pouch from 75% to 50%; the ability to take a bunch of drugs for 2 AP each is frankly broken.  I have made great use of that on many of my builds.

On silent isle, behind the perception check to get to the small island, there is a corpse with randomized leather armor.  Sometimes it's mutated dog leather which is great for Depot A.  Could it always be mutated dog?

The tunnel connecting the first two buildings in the outposts of the first quest is a good location for a small random dungeon fragment, imo. 

Someone told me that disassemble doesn't work on metal boots; I figure it should.  Also, if disassemble doesn't give you back a component (that is then lost), it should at least give you scraps (amount based on quality). 

Would it be too much trouble to add an overcoat sprite for greater siphoner leather at least?  Both siphoner leathers are great candidates for antithermic given that they are still light enough for nimble and they already have heat resistance. 

I think the game could use some oddity location swapping.  Many areas, mainly mainquest ones, are loaded with oddities, whereas many side areas (particularly those added later) are bare in comparison. 

As it stands, the protectorate questline gives less oddities than the free drones, and a couple can only be had through the free drones.  Also, there is no legal way to get a protectorate cruiser; what if there was a quest for protectorate characters at port zenith to go do something (perhaps in the waterways) that gives 2-3 oddity exp and a cruiser?  Maybe you need to be on good terms with Briggs before talking to somebody at Apogee or Zenith.  This also might be an easier way to handle Gorsky's shield emitters quest.

95
Suggestions / Ideas for new TM spells
« on: August 22, 2021, 07:56:48 pm »
1.  Psi caltrops
A spell that creates a lasting AoE that slows anything going through it, draining AP and/or MP from anyone moving through it per tile (and if they end turn inside it), and slowing projectiles that pass through it (or maybe just that target anyone inside it). 

2.  Duration drainer
A spell that instantly lowers existing status durations by 1.  If they have a two turn bleed for 15 damage per turn, you cast this spell and they take 15 bleed damage and now only have 1 turn left.  Three turns of fatigue?  Now it's two. 

96
Bugs / Can't attack this spore turret
« on: August 15, 2021, 04:27:22 pm »
I think the sleeping mushroom in front of me is blocking me somehow. 

97
Suggestions / Free drones portrait(s) change
« on: August 11, 2021, 03:18:52 pm »
You have three important characters in the free drones who you have dialogues with who have the same picture. 

https://www.stygiansoftware.com/wiki/index.php?title=Maura
https://www.stygiansoftware.com/wiki/index.php?title=Sarah
https://www.stygiansoftware.com/wiki/index.php?title=Marcella_(Free_Drones)

Can I suggest this pic for one of them?  It's imo the best base-game female portrait and I think I've only ever seen it once, on a lunatic.


98
Suggestions / Make the Xal pickpocketable
« on: August 07, 2021, 07:41:55 pm »
Put it in Georgis' inventory after giving it back to him.

99
Bugs / Milton bug
« on: August 07, 2021, 06:25:52 pm »
If you pickpocket the key from milton right after selling it to him, then leave the map and come back, the footlocker is still empty.

100
Bugs / institute armory bug
« on: August 07, 2021, 06:25:21 pm »
The fenced armory next to hanna is not a red-hand door.  All the lockers are red-hand though.

101
Builds / milton bug
« on: August 07, 2021, 01:35:34 pm »
If you pickpocket the key from milton right after selling it to him, then leave the map and come back, the footlocker is still empty. 

102
Bugs / Applying expose weakness in stasis?
« on: August 03, 2021, 11:10:32 pm »
Magnar did it to me; doesn't seem intended.

103
Bugs / Los/map bug
« on: August 02, 2021, 02:27:13 pm »
In map C11, natives inside the big tent have LoS and can attack you from inside the tent, at least with ranged attacks and spears.

104
Bugs / Strongmen holding barrels can open doors
« on: August 01, 2021, 07:37:09 pm »
Doesn't seem right.

105
Bugs / Port Zenith potential line-of-sight bug
« on: July 30, 2021, 11:10:28 pm »
If the marine on the jetski is on the left side of the docked boat (the big one further north), he can shoot you through it when you're on the east side, despite it being taller than him. 

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