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Messages - Tamior

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16
General / Re: Who exactly sells blueprint for new Psi inhalant?
« on: July 25, 2020, 11:38:15 am »
I assume oxygen and filters are also going to be added statically to a few early game vendors?
Or maybe even some kind of "large oxygen tank" at SGS that allows you to refill your smaller tanks?

17
Suggestions / Re: New Update
« on: July 24, 2020, 10:06:46 pm »
- penalties for having multiple schools innervated might be expanded to include modifiers to reserve utilization efficiency. For example, as long as you only have abilities from a single school you only use 7 reserve points to restore 10 actual psi points. While 2/3/4 schools would increase it to 10/15/20 points of reserves for 10 psi points.
I'd caution against that sort of thing on the grounds that it directly rewards the most boring play possible, and further punishes newcomers to the game who don't know how to optimize every action.  As it is, I can't say I'm a fan of increasing psi cost combined with global scarcity of psi points, because it actively punishes people looking for variety in how they play the game, and that's just poor design.  With additional reward for single-school, you provide a strong psi bonus for builds that only dabble in psi, or use a minimal selection of it.  The cumulative effect of higher costs and reduced reserve efficiency, combined with the current inability to restore reserve during combat, nearly guarantees that in any difficult fight, bringing a generalized loadout will result in depletion and failure.  If you want to do the same thing every fight for the whole game, there's tin can AR, already. 

Reducing effective skill values for multiple schools - because it's so very hard to magically cave wizard in several different ways all at once and you mix up the tiny details and as a result don't do everything just right - would have weakened psi generalists compared to psi specialists without also mechanically punishing players for trying out new things.  We've clearly seen that Stygsoft can add in debuffs quite easily, so causing activation of a psi school ability to effect a psi school debuff (penalizing skill values, durations, and/or psi costs) on the player would have been simple and it could have done for psi generalists just as well as the current system, but without also sucking quite as hard as the original idea does.  But having "psi bullets" as an actual consumable resource, and then rewarding players for not using variety, and punishing them when they do use it, isn't an effective way to reign in power; it merely reigns in player agency.  If you can't manage the first without disturbing the second, then you don't understand the system you're changing.
I think we need to delineate between two topics here:
1) If innervation slots and penalties for multi-schools are even necessary on top of individual ability tweaks and introduction of reserves.
2) What's the best way to implement innervation mechanic under the assumption that psions do need to be penalized an extra mile specifically for attempting any multi-school shenanigans.

My previous post was basically entirely under the second topic.

On the first topic, I do believe that innervation mechanic in general should wait until after individual ability tweaks and introduction of reserves have been implemented and tested out. Because otherwise it might very well be a (rather controversial) solution to a problem that no longer even exists.

18
General / Re: Who exactly sells blueprint for new Psi inhalant?
« on: July 23, 2020, 11:58:17 pm »
Ok, next question, then: who sells oxygen and sponge filters..?

19
General / Re: Who exactly sells blueprint for new Psi inhalant?
« on: July 23, 2020, 07:04:40 pm »
Soooo... No one has actually seen it for sale?

20

Quote
No, it does not and to excuse the CAU means that I have to consider you to be at least to some degree at least totalitarian if not outright a fascist.
It matters not what you or I think about CAU from ethical standpoint.
In the eyes of Protectorate, FD's actions further legitimize existence of CAU.
That's simply how it work. You or I can personally believe that within our moral framework "nothing can legitimize CAU" all we want. However, Protectorate clearly does not share that sentiment.
Also, you seem to be rather confused what "totalitarian" or "fascist" actually means. An absolutely morally bankrupt government with full blown "might makes right" attitude may very well be neither of those things.

It is completely irrelevant what they think. The German Nazis thought that the atrocities they commited were for the betterment of humanity. Hint, again irrelevant, they were still fanatical bigoted genocidal maniacs.
And?
There are plenty of fanatical bigoted genocidal maniacs throughout history that existed with at least moderate success for dozens if not hundreds of years.
And while they exist, violent terror campaigns that target civilians (what FD are effectively up to) usually only strengthen their rule.
::)
The FD does not target civilians specifically. They are a picking exclusively targets who are either Protectorate or collaborators.
So are citizens of Rail Crossing "collaborators" or "Protectorate"?

21

Quote
No, it does not and to excuse the CAU means that I have to consider you to be at least to some degree at least totalitarian if not outright a fascist.
It matters not what you or I think about CAU from ethical standpoint.
In the eyes of Protectorate, FD's actions further legitimize existence of CAU.
That's simply how it work. You or I can personally believe that within our moral framework "nothing can legitimize CAU" all we want. However, Protectorate clearly does not share that sentiment.
Also, you seem to be rather confused what "totalitarian" or "fascist" actually means. An absolutely morally bankrupt government with full blown "might makes right" attitude may very well be neither of those things.

It is completely irrelevant what they think. The German Nazis thought that the atrocities they commited were for the betterment of humanity. Hint, again irrelevant, they were still fanatical bigoted genocidal maniacs.
And?
There are plenty of fanatical bigoted genocidal maniacs throughout history that existed with at least moderate success for dozens if not hundreds of years.
And while they exist, violent terror campaigns that target civilians (what FD are effectively up to) usually only strengthen their rule.

22

Quote
No, it does not and to excuse the CAU means that I have to consider you to be at least to some degree at least totalitarian if not outright a fascist.
It matters not what you or I think about CAU from ethical standpoint.
In the eyes of Protectorate, FD's actions further legitimize existence of CAU.
That's simply how it work. You or I can personally believe that within our moral framework "nothing can legitimize CAU" all we want. However, Protectorate clearly does not share that sentiment.
Also, you seem to be rather confused what "totalitarian" or "fascist" actually means. An absolutely morally bankrupt government with full blown "might makes right" attitude may very well be neither of those things.

23
Suggestions / Re: New Update
« on: July 23, 2020, 01:29:51 pm »
I really think that the way innervation works should simply be inversed:
- once you use an inhalant, all your innervation slots free up.
- whenever you use an ability, it "locks into" a free innervation slot (assuming it's not already present in one of the other slots)
- if you have no free slots left, you can only use abilities already innervated
- penalties for having multiple schools innervated only start to apply once you actually have abilities from multiple schools "lock in"
- use inhalant to free up the slots once again

That's the basics. In my opinion, this system will achieve effectively very similar results in terms of limiting multi school usage in a single encounter, but it will NOT punish new players for the lack of meta-game knowledge and it will NOT promote heavy savescuming to have "the right abilities prepared for each encounter". As an added benefit, such system has an in-build mechanic for rewarding sticking to a single school within a given encounter. While the current system does nothing to reward sticking to a single school if I've already innervated multiply.



Now, if we DO switch to this type of system, there are a few other nifty things that come naturally with it:
- if there are no more free innervation slots left, it might be possible to still use the ability, but with (let's say) 200% the cost and an extra 100% of the cost being depleted directly from reserves
- penalties for having multiple schools innervated might be expanded to include modifiers to reserve utilization efficiency. For example, as long as you only have abilities from a single school you only use 7 reserve points to restore 10 actual psi points. While 2/3/4 schools would increase it to 10/15/20 points of reserves for 10 psi points.

24
General / Crafting of new "Psi inhalant" consumable discussion.
« on: July 23, 2020, 10:53:41 am »
I've played a few hours in the newest experimental now, and I still haven't seen the Psi inhalant blueprint for sale.
So who exactly sells blueprint for new Psi inhalant?

25
Checking out newest experimental right now with psion build from level 1.

Link, as usual: https://www.twitch.tv/ouroboroses

26
Ok, so after some (admittingly, rather preliminary) tests of the new innervate mechanic (the way it's currently implemented) I've come to the following conclusion:
It seems to heavily encouraged savescumming for no good reason.

While "spells slots" in classic P&P games (D&D and the like) are time-honored mechanic, this simply does NOT translate well into a video game format (that, unlike P&P, has an option to re-load a save on demand).

What ends up happening is, effectively, any player CAN, in fact, change innervated abilities even after the combat has started -- by simply reloading.

So why not "cut out the middle man" and simply make it so abilities only "lock up" into "innervation slots" after you've used them once? While using psi inhalant would simply "free up" all the slots again. Effectively this will achieve very similar result (limit the number of abilities you can use in a given combat to your number of innervation slots), but it will encourage substantially less reloading.

27
Also, "balance is not important in SP game" kind of reasoning is absolutely incorrect.

For turn-based games, good balance is EXACTLY what sets good games (i.e. XCOM 1/2) from bad games (gazillion of XCOM clones).

28
Changes look very good in general, will comment more after I play-test them.

29
General / Re: Tips for playing oddity
« on: July 20, 2020, 10:35:45 am »
Assuming you can get to depot A quest (find drill parts) without any major issues, there is a HUGE shortcut you can take as a stealth build by just skipping pretty much all of depot A:
https://www.twitch.tv/videos/398609044

And then you just open up the rest of the map and go collect oddities from trash  bins (lockers, boxes, under rocks, etc, etc) in and around every major hub (Core City, Foundry, etc). That will get you 2-3 levels right away practically for free. As you go collecting oddities, you also shop for new equipment.
At that point you are 3+ levels higher and with much better equipment and can go back to depot A and breeze through it getting all the oddities you missed initially.

30
General / Re: Changing DOMINATING economic modifiers?
« on: April 06, 2020, 09:52:53 am »
FYI: disassemble is a good feat for actual crafting, as well. See some discussion here: https://underrail.com/forums/index.php?topic=5078.0

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