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Messages - harperfan7

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241
Suggestions / Re: Area suggestion for final update
« on: September 27, 2021, 09:27:56 pm »
I once had the idea of a random encounter for a dungeon you've already cleared where you find a scavenger or a group of them going through what's left, but I figured most players won't return to a dungeon they've cleared already so it probably isn't worth the dev time.

242
General / Re: Random encounter frequency?
« on: September 26, 2021, 06:42:22 pm »
If you see a tiny orange link in the OP text, its a bot.  Don't click the link and don't reply.

243
General / Re: Glowing Canine Agility 16 Check
« on: September 24, 2021, 03:43:42 pm »
For you, nowhere.

244
Suggestions / Re: buttstroke punch with AR/SR/SG/SMG
« on: September 23, 2021, 03:32:04 pm »
and it would have to compete with dirty kick

245
Suggestions / Re: buttstroke punch with AR/SR/SG/SMG
« on: September 23, 2021, 03:03:21 pm »
haha, "butt"

haha, "stroke"

246
Suggestions / Re: Fire burns nets
« on: September 21, 2021, 06:31:28 pm »
even worse then
throw a leather net in a mundane fire and see how fast in burns

247
Suggestions / Re: Fire burns nets
« on: September 21, 2021, 04:02:20 pm »
if I can block a molly's flame by wearing some tin foil, it ain't that hot
and exo aura's damage depends on your skill

Maybe if your square receives x heat damage the net will burn away.

248
Suggestions / Re: Fire burns nets
« on: September 21, 2021, 02:10:03 pm »
Regular nets wouldn't burn that quick

249
Suggestions / Re: area suggestions for the final update
« on: September 18, 2021, 02:20:45 pm »
There are two maps of mole crickets, and they can be found in some of the random dungeon fragments.

250
Suggestions / Re: area suggestions for the final update
« on: September 17, 2021, 07:24:31 pm »
I have considered a catwalks map you have to traverse while being attacked by his tentacles before reaching him; would force you to actually deal with the tentacles unlike 95% of Big T fights.

251
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.

252
Discussions / Re: How many hours in UnderRail do you have? :D
« on: September 09, 2021, 11:36:52 pm »
.

253
Suggestions / Re: Energy shields rework?
« on: September 08, 2021, 03:38:51 am »
I still haven't found a use for medium shields.  I don't get what they're for.

254
Suggestions / Re: Assorted suggestions for the final update
« on: September 08, 2021, 01:28:24 am »
There is a suspicious wall in the green circle that seems like a good hidden entrance to Omega to me.

255
Suggestions / Re: Assorted suggestions for the final update
« on: September 06, 2021, 05:09:49 pm »
I found out the other day there is a legal way to get a cruiser, but only if you got a certain random location to spawn.

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