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Messages - Major_Blackhart

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16
General / Re: Destroying boulders?
« on: March 04, 2013, 04:02:46 am »
Wicked.

17
General / Destroying boulders?
« on: March 04, 2013, 12:38:01 am »
Have the boulders and rock slides / cave ins become destructible yet?
I've hit them with sledge hammers and grenades, nothing.
So, I would say no yet, but maybe I'm just doing it wrong.

18
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 01, 2013, 07:10:39 pm »
The acid dogs don't bother me much with their health buffs, as my PC, Mortimer, didn't get messed up by the acid. However, the mutants messed him up in close range combat like a goddamn fiend.
If you're goingn to improve their health, at least make them worth more experience points, and pack in more normal gun toting mutants as well. That stuff is always fun. Or some different types of roving robots (if you've got them). I'd like to see a boss-type mutant somewhere as well wearing metal armor or maybe some regenerative armor.

Anyway, the degrading equipment I'm not a huge fan with regards to melee weapons degrading faster. And the damn psybeetles messed me up like crazy when they synergized man! But again, I was pure melee, with no ranged capability.

I'd like to see a reduction in some requirements for making stuff, but also I'd like to see cost bonus based on higher skill requirements - i.e. you create something that has a requirement of 60 vs 20, then the selling price should be MUCH higher.

19
General / Re: Any cheats available?
« on: February 28, 2013, 12:54:22 am »
Alright, how the hell does someone cheat with this?
Artmoney doesn't recognize ANY files.

20
General / Re: Any cheats available?
« on: February 27, 2013, 05:39:28 am »
Also, where are the save files located to edit in the new alpha?

21
General / Re: End of Alpha ? [Spoliers]
« on: February 27, 2013, 04:14:36 am »
How is the armory guard equipped any differently from the Embassy Guard?

22
Suggestions / Re: More dialogs, more quests, more life !
« on: February 26, 2013, 03:46:47 pm »
Another thing: I know you said the burrowers are entirely optional, but at the same time, having someone contact you after dealing with a few would be great.

I like the idea of receiving an e-mail after giving proof to Gorsky that you killed a few, earning his respect. This is some random dude in the southern station, a named character that has no dialogue. His e-mail talks about how he lost a few family members to the burrowers, but never had the courage to get some payback on them himself. He wants you to give him maybe a dozen of their poison glands, for trophies, as a way of honoring his family.

You see him, give them to him. Only afterwards you find out, maybe by reading his e-mails or finding out from someone else, that he works for Tanner and Gorsky doing wetwork, killing anyone who 'gets in their way', especially foreigners who try to interfere in the Southside station internal workings and politics.

You can confront Tanner and Gorsky about this, as well as the assassin, and offer to your services, or claim that you're going to tell everyone about it as you're disgusted by their behavior. Only problem is, when you do tell people in the station, they seem not to care, though some more influential members are apalled by these tactics. They can threaten Gorsky and Tanner with removal if things aren't stopped. But there are also other consequences to ending assassinations. Those are that now, other stations and outposts are much more aggressive with the Southern Station, and supplies are now slimmer and slimmer (i.e. not as many high quality goods as early on, and raw materials are fewer in inventories which replenish at a slower rate).

It opens up a good way to change things around in the Southside Station, as well as opening up other avenues for the player. If you do take on the role of assassin for instance, there are several types: quiet killer, booby traps (heh, booby), and the bloody valentine type (massacre everyone). Obviously the highest paying one is the bloody valentine type, because it makes people fear and respect the Southside station, and that means that more supplies of a much higher quality are available earlier on, etc. The quiet killer and booby trapper are both good as well, but each less so, etc. because they don't bring a reputation to the station like the Bloody Valentine type killer.
Think the difference between Carmine Galante and Angelo Bruno, two American Mafia dons from the east coast who did business very differently but at the same time both were murdered by subordinates. (Not the best example for long term sustainability, but still).
But with the reputation of a bloody valentine type killer comes other problems, like bounties and young hoods out to make a name for themselves.

23
Suggestions / Re: More dialogs, more quests, more life !
« on: February 26, 2013, 03:18:50 pm »
Well, my examples ought to be good. I am a codexer after all.
But beyond that, I certainly do enjoy the options of an intranet, electronic articles reporting on changes made (by the PC as well as others) based on the success of the missions, and an e-mail system where after you complete something, people will send you e-mails offering congrats, or maybe ask you to stop by sometime for some work (like that one smuggler character in the Cantina who asks you to move a package for him).
I like the idea of a smuggling group sending you an e-mail on occasion, asking you to do this or that, giving you a drop off mission or something like that, once in a while.

I also like the idea of checking e-mails as a way of knowing who to talk to about getting a reward. I.E. the guys in the GMC compound send you a message thanking them after you save a few of them, and ask you to put in a word to Tanner about them joining up with the South Side station, in exchange the station gets access to all their resources. Then, you go to Tanner and convince him of the merits of those people (persuasion or just a good enough rep with Tanner. If you have high enough persuasion, it's a done deal. If not, you rely on your rep, which means that you won't be able to get them to join until later on).

They could reward you not only with credits, and some other items, but also with some sort of a secret, like an experimental power generator that requires low electronics but gives off a higher level of quality (i.e. quality is like 70-80 but the electronics requirement is only 30-40). Something unique maybe like that. Or access to an assault rifle frame that is 12.7mm capable. Who knows really. But these are ideas.

On the subject of e-mails, I like the idea of a reward system of some sort based on merits you perform. Like a little bonus in some way. I think it would be preferred if it's not shop keepers but random people with names, like the engineers assistant or that one blind guy's assisstant, or a guard upstairs by the security station, etc.

I would definitely like to help out with that stuff if I could. Let me know Styg.

24
General / Re: Any cheats available?
« on: February 26, 2013, 02:00:52 am »
Is there an item database then as well for adding items to the inventory?

25
Suggestions / GMS Compound, Lower Level
« on: February 25, 2013, 04:05:21 pm »
Have you thought about adding a cave complex and tunnel network to the lowest level of the GMS compound, where the raiders come from?
Maybe make it an additional quest line, helping to explore further for the South Rail and see if there are any bandits or anything worth taking.
You get the keycard from Gorsky, then report back to Tanner, and inform him of the raiders and an underground tunnel complex, and he tasks you with taking a look around to make sure that the threat is minimal. maybe you find a raider camp of some sort, small and unorganized, with the leader still around but the lieutenant, whom you killed, as missing. Maybe they're having problems of their own with some sort of creature or power supply or something, or they have something the Southside station could use, be it a power core or something else.

26
Suggestions / Suggestions for Junkyard after finishing up 1.6.0
« on: February 24, 2013, 06:06:40 pm »
I was wondering if there would be eventually a chance for the PC to either join with the Scrappers or the Black Eels gang, or perhaps get a way for the underrail nation (whatever it's called, can't remember) to annex them, perhaps negotiate a stable trade route between the Junkyard and the Southrail station.
Also, are you planning on giving the fellow found in Depot A (the dangerous junkyard) any quests of some sort? Maybe convince him to rejoin the junkyard community as well if the char's persuasion is high enough.
Overall, loved the feel of the place. Very different from the clean, hospital like south station.
Perhaps you could work out something else as well, like the leaders of the two gangs want you to do bounty work for them, clearing out mutants of an area so that gang could take it over and have the resources. Something fun like that, maybe something else that could change the dynamics of the junkyard power structure.

27
General / Re: Underrail wiki?
« on: February 22, 2013, 03:42:12 pm »
Well, instead of a Wiki, how about a simple thread for now that has a list of posts, each post contains a different topic, like one does weapons and armor, one does craft recipes, one does location of NPC's, etc.

28
Suggestions / Re: BACKFLIPS AND UNICORNS AND BROADSWORDS!!
« on: February 21, 2013, 04:22:18 pm »
Ideas for melee weapons:
Fleshrip Blade (knife) - Motorized teeth on a large blade. Does considerable damage, can be recharged through batteries. In addition, causes bleeding damage similarly the way that the Sledge does stun. The way it would work is that there are two damage values. One is a constant, doing that damage no matter what. The other is another damage (mechanical) that requires energy charged to work. In addition, if possible that mechanical damage halves all non-metal damage reduction. Would require mechanics skill to create.

Riot Baton (crowbar base) - Basically a crowbar base weapon that does electrical damage. No biggie here. Uses batteries for energy. Does stun the enemy.

Air-hammer - A sledge hammer that does only a little more damage than a normal sledge. Uses gas for fuel source. Created using TNT, etc. While it only does a little more damage, while it is fully charged, the weapon ignores any type of mechanical damage reduction for armor and inflicts a large number of status penalties, including stun and anything else that effects someone who's been hit by grenades (Maybe too OP but you get the idea).

Ranged Weapons
Auto-Crossbow - Not sure if it's in here, but basically a crossbow that does damage as normal but fires much, much faster. Might be better off as an upgrade to any existing crossbow. However, it reloads when it has to at a slower pace than a normal crossbow as the PC has to load an internal mag with bolts rather than simply sliding in a new clip.

Doubleshot - Takes certain pistols and adds another barrel so you fire two bullets at once doing twice the damage. Insane recoil means the weapon fires slowly and it has a smaller clip.

Armor
Riot Armor - A cross between tactical vest and metal armor. Doubles armor value against bullets AND melee damage. Perhaps only cold protection.

That's all I got for now.

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