Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Clawdius_Talonious

Pages: 1 [2]
16
Suggestions / Re: More dialogs, more quests, more life !
« on: February 26, 2013, 01:01:53 am »
The game as it stands is more of a vertical slice than a demo of the game as it will be on release. While I can't speak for Styg, I do know if he implemented all of the content that will be available, including every path through every extant quest, some of the fans wouldn't have as much fun when playing through the early game post release. Given what he has managed to do so far, I'm going to hold some faith that what we're allowed to play with is more about getting us some content to promote the game and allow him to take an iterative design approach than demonstrating the sorts of interplay between abilities and dialog options and the like.

If I am correct in that assumption, and the game as we've been able to play it is more for feedback purposes, then we should all be very happy with the end result. While a vertical slice may not seem like a huge amount of content, getting all the features functional can represent a huge percentage of the work required to get the game up and running. Fleshing out content only to have some features meet with little approval from the fan base can be counter productive. An iterative development process can be very beneficial in that regard, even Wasteland 2 is benefiting from fan feedback, vis-

17
Suggestions / Additional Strategic Elements.
« on: February 25, 2013, 01:42:27 am »
I would like to see a variety of items and skills that would allow for possible alterations to the terrain. Right now the terrain is either passable or impassable. I'd like to see a variety of modifiers that could be found naturally, along with the ability for the player to alter the terrain. The simplest example of what I am talking about is probably a molotov cocktail, turning some of the ground into a patch of flame for a few turns. But there are other alterations that could be quite interesting, there could be, for lack of a better term a glue grenade, slowing advancement of NPCs through the affected area. Perhaps more advanced versions would incorporate an accelerant so that any fire damage to NPCs would ignite the patch of sticky ground. An acidic variant could potentially cause damage to any NPC passing through it and stick to them for a few turns (significantly damaging footware on human NPCs?).

There could be other interesting applications of this concept. Certain patches of ground could be muddy, impairing mobility, but the right application of metathermics could freeze the ground or dehydrate the mud allowing it to be traversed without difficulty (perhaps some sort of Cryo-grenade for other flavors of characters could produce a similar effect). Some patches of ground could have very shallow water on them, causing anyone standing in them to receive additional damage from electrically charged weapons. These areas could be frozen, reducing mobility and adding a chance for anyone going through to slip and fall. These areas could be created by the player, who could pour water onto the ground and lure targets into a slippery area. Perhaps oil could cause the same slippery effect and also ignite when someone in the affected area took fire damage.

I am not sure how difficult this sort of thing would be to implement, but control over what bits of terrain are passable can add an entertaining element to strategies.

I would also love to see the ability for the player to set up their own turrets at some point, as long as you had a high enough mechanical skill. Perhaps existing turrets could be harvested for parts, and turrets could be manufactured using existing SMGs and a few specific turret parts. These turrets could have limited ammunition, or considerably fewer hitpoints than typical turrets if they needed to, so that they would be balanced.

I think it could be quite useful if there was the ability to create a noisemaker, or other device to effectively lure some members of a group to specific locations. There could be a variety of traps created in this fashion, set up a mine and use a noisemaker to lure an enemy into it, that sort of thing. This ability could also be done with mind control as I had previously suggested in my "ideas for feats" thread.

I'd like to see additional mine and trap types available. With a high enough electronics skill perhaps you could put up traps using laser tripwires, net traps, stun/taser sorts of traps... Perhaps a rudimentary shotgun tripwire trap...

That's all the stuff I had rattling around in my brain just now, so I'll go ahead and post it so that I can get some feedback.


18
General / Re: Fists + Force Emissions
« on: February 08, 2013, 01:01:29 am »
Not yet, I love monk style characters, but after making a melee character and fighting some bandits I felt like fists didn't offer as much damage as I wanted. I wound up grabbing the first sledge I could off one of the aforementioned bandits and using that instead. I hope Styg implements my suggestion for an unarmed perk-skill that allows us to apply the tackled debuff to enemies (perhaps my idea for a battle cry as well  ;) ). It would also be nice if there was something akin to the knife perk-skill that allowed you to try to break someone's neck or otherwise inflict significant damage if you successfully snuck up on them without being detected. I'd also love to see some brass knuckles, spiked knuckles etc added that are still considered unarmed attacks. They wouldn't require as much work to implement as any other new weapon class, at least I don't think they would, since you could effectively use the existing unarmed combat animations.

 Keep us posted on how it goes, I'm quite interested in doing something akin to this myself.

19
Suggestions / Re: BACKFLIPS AND UNICORNS AND BROADSWORDS!!
« on: February 02, 2013, 08:09:29 pm »
I'd love to see some machetes and such for melee, maybe brass/spiked knuckles that still count as unarmed. I'd really love to see is the ability to craft using Charons, a full stack of 999 Charons should let us craft body armor or weapons out of the "Super Steel" or whatever it is.  As far as more human factions, I'd like to see a plethora of other locations and factions, each with their own currency (although the southern areas should all honor Charons, and everyone should accept them even if it was primarily for the metals value). Possibly there would be a variety of quests that would pit various factions against one another. It would be nice to see a way to either build up or tear down various groups, either through destroying their primary manufacturing/trading potential, or their competitions. Things of that nature would make the world feel more alive, and make various playthroughs more engaging. Perhaps you could sway crucial members of one faction into joining another, or lure them into a situation that would result in their deaths without implicating you or SGS. Possibly you could eventually side against SGS, using your inside position to bring them down. Of course these are just ideas off the top of my head, the idea of new melee options got me thinking...

20
General / Re: My feedback after playing through Alpha 0.1.6.0
« on: January 20, 2013, 09:53:48 pm »
"Go to the ruined KFC outlet in Upper Bogan Town and get me two moist towelettes"
I think that would be one of the most amusing quests ever.

21
General / Re: Carrier Vests
« on: January 19, 2013, 03:17:26 am »
To me, the worst part is that the icon for carrier vests and some vest armors is the same, so you have to make sure it is either a component or an armor... It would be really nice if there were recipes for carrier vests, so you could make your own out of fabric or something.

22
Suggestions / Ideas for Feats
« on: January 19, 2013, 02:00:58 am »
I'd love to see a lot more perks available in the game, so I thought I might write down some ideas and get some feedback, perhaps others could contribute their ideas for perks as well.

Master Craftsman - tailor 60/mechanics 60 - Items you use to create gear act as components of 10 higher quality, without additional skill requirements.

Reverse Engineering - Mechanics 40/Electronics40/Tailor 40 - Disassemble an item for a chance to learn how it is constructed. The item may be destroyed in the process.

Field Stripping - Remove all upgrade components from a weapon

Retrofitting - Apply upgrade components to equipment lacking any upgrades, so long as you have the appropriate skill to use the item.

Pyromania - Wil 6 - Gain 2 psi per turn when enemies near you are on fire.

Quick Reflexes - 7 agility - when damaged, 15% chance to gain a buff that adds 5 dodge, 5 evasion, and reduces AP cost for unarmed attacks by 2 and lasts for three turns.

Distraction - Thought Control 60 - Gain the ability to cause a target to wander off in a direction of your choice at the cost of 10 psi

Battle Cry - Intimidation 50, Feat Yell - Your yell has a 10% chance to cause a target to become stunned for one turn, and a 20% chance to cause fear in nearby targets

Aikido - Dexterity 8 - Gain a 10% chance to dodge an incoming melee attack from a humanoid, and apply the tackled debuff when you encumberance is under 25%.

One shot, Two Kills - Gain an attack that allows sniper rifle rounds to penetrate lightly armored targets and do half damage to a secondary unit in the line of fire

All Out Attack - Sacrifice all movement points to gain half that number of AP this turn.

Berserker Rage - Melee 60 - Fly into a rage, losing control of your character. While this rage lasts, you will receive 25% less damage, and deal 25% more melee damage. When the rage ends you will be drained.

23
General / Re: I borked it. Junkyard [Spoilers]
« on: January 17, 2013, 03:34:53 pm »
In the northern area (off the screen to the lower right from the merchants section inside the town) there is a building that will get you access to the "Wormhole" which is another area from which you can access the Depot. It is behind a level 85 lock, and you can see the building in this screenshot: the building in the lower right of the image contains a trapdoor down into the "wormhole". There are three or four guards inside the second room, so keep a grenade handy.

24
Bugs / Junkyard "Thugs" aggro Bug
« on: January 16, 2013, 05:53:59 pm »
Playing as a stealth/crossbow build, I was able to assassinate all of the Thugs near the entrance to the Wormhole, one at a time without any of them showing the slightest concern for my doing so. I would go into combat, then activate stealth (I'd use special tactics at this point just in case), use snipe, then aimed shot and kill them in one round. None of the other thugs payed any attention to me doing so. Once I forgot to activate combat mode before I took a shot at a thug and the other thugs reacted properly. Apparently there's some loophole in their AI that allows you to kill them in one round of combat mode without the others becoming aggressive. I killed every single one of them in this way, although I had to stand well away from the NPC that talks to you so I wouldn't queue his conversation and aggro them. The only NPC that became aggressive was the last guard, standing next to the gate with a dog. His aggression seemed to be more to do with my proximity than my having killed all of his companions however. I was able to enter combat mode and snipe/aimed shot him as well, so long as I didn't get too close to the gate.

Pages: 1 [2]