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Suggestions / Re: Assorted suggestions for the final update
« on: August 22, 2021, 11:08:53 pm »Nerf W2C: Have it do 90% base damage and only bypass 35%-50% of armor.A Mp boosting food already exists, coffee.
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.