Author Topic: More options for the Intelligent Combatant?  (Read 2745 times)

UnLimiTeD

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More options for the Intelligent Combatant?
« on: July 08, 2014, 12:42:36 pm »
Aka how to fight with Science.  8)

I was thinking about drugs in Underrail, and how I tend to never use them, because either the fight is doable without, or it's so hard it either lasts lasts longer than the drug or it wouldn't make a difference either way.
So how about a feat or two to make that more of a build choice, like in, say, Witcher 2?

Example (for getting you think about it, no balance suggestion):

Featname here
Drugs last 1 Turn longer
Withdrawal Effects last one turn less, to a minimum of 3 turns.

Requirement: CON 5, 50 Biology
EDIT:OP old, newer content after post 5.
« Last Edit: April 15, 2015, 08:29:31 am by UnLimiTeD »
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bushwhacker2k

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Re: More options for the Intelligent Combatant?
« Reply #1 on: July 08, 2014, 10:48:47 pm »
I will definitely say I think there should eventually be more feats with crafting skill requirements.

I also have to say my best characters almost never end up using morphine/adrenaline- BUT that's a failing on my end, it would definitely help me if I did think to use them more often.

UnLimiTeD

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Re: More options for the Intelligent Combatant?
« Reply #2 on: July 08, 2014, 11:08:55 pm »
Well, the problem kinda is that most of my fights (hence the example) last longer than three turns.
If they don't, drugs wouldn't improve things, either.
I've won fights because my opponents used Adrenaline, and I just kited behind corners and shot other things until they ran out.
Or threw a net on them :P
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Styg

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Re: More options for the Intelligent Combatant?
« Reply #3 on: July 09, 2014, 07:13:12 am »
Not a bad idea to make some drug enhancing feats, though I think I'd have to make it a bit more powerful than that.

bushwhacker2k

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Re: More options for the Intelligent Combatant?
« Reply #4 on: July 09, 2014, 02:19:41 pm »
Not a bad idea to make some drug enhancing feats, though I think I'd have to make it a bit more powerful than that.
No complaints here! :D

UnLimiTeD

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Re: More options for the Intelligent Combatant?
« Reply #5 on: July 09, 2014, 03:33:30 pm »
Quote from: Styg link=topic=963.msg5319#msg5319 date=1404889992
I think I'd have to make it a bit more powerful than that
Well, given I don't use them often, I'm not really an expert on the field.  :P

While we're at it, maybe some more feats that require high Int and help in Combat or other situations besides crafting?
I noticed that a character with light-medium armour and no PSI has generally enough skillpoints left to level up at least two science-fields to the point where a point less of Int wouldn't stop me from crafting, either. Or a point more wouldn't help. :)
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UnLimiTeD

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Re: More options for the Intelligent Combatant?
« Reply #6 on: April 15, 2015, 09:21:40 am »
RIIIIIIISEEEE!

Now that I got your attention, I was just considering doing a thread about drug feats, only to discover that I already did.
Given that Styg already noted drug feats to not be a bad idea, I figured I'd ask again now that we have more drugs available, and more feat options, for example granting special blueprints.

Using Drugs extensively could be it's own playstyle. And no, I don't mean popping Adrenaline in every second fight.

To give a few more substantiated suggestions this time:
Quote
Junkie
req. 5 Con, 30 Biology
Cooldowns of all drugs reduced by 50%. 
Using drugs and medicines costs 50% less AP.
For the discerning Drug user.
Quote
Mutant (someone find a better name?
req. Junkie or Fast Metabolism, Level 10
Take 10% reduced Bio Damage, +1% for every point of Constitution. All positive Effects from Consumables last 1 turn longer.
Essentially a feat similar to conditioning, but with a drug bonus slapped on. Could also grant a bonus to fortitude and resolve.

An additional Option could be a feat similar to disassembler that grants blueprints, in this case for an extra drug or two (what happened with minddarts btw.?)
It could allow for advanced concoctions that require lower level substances to craft.
Example of Feat-Drugs:
Quote
Haze
req.: Health Hypo, Taurine, Black Vitriol, Red Dream Mushroom
PSI regeneration applies to Health instead of PSI pool. +10% Resolve and Fortitude.
All actions cost 10% less AP and PSI points.
Lasts 5 turns, shares a cooldown with hypos.
Withdrawal:
You're dazed for 6 turns.
A powerful combat drug that boosts regeneration and induces a certain recklessness.
Would strongly benefit from a decent will score, assuming that PSI regeneration will eventually at least partially depend on Will.
In the presented form, it would stack and synergize with Adrenaline, though the withdrawal effects also stack.

Quote
Vanguard
req.: Syringe, Aegis, 3x Pionic Catalyst, 3x Blood
Grants you +1 Will, immunity to incapacitation and +5 to every damage threshold for 6 turns.
Movement costs twice the points.
Withdrawal:
Ends all other positive consumable effects. Your incapacitated for one turn.
A focus on holding ground, it arguably doesn't let you do much else.
Quote
Immortal
I think it'd be nice to have a drug that temporarily prevents you from dying, sort of a drug version of Last stand, only with worse side effects.
Edit2: Updated suggestions after a bit of Reflection.

And a few feat suggestions for intelligent combat not mentioning drugs:
Quote
Indirect Fire
+5% Accuracy and Critical Chance for Throwing Weapons and Crossbows when the target is outside the optimal range (7+).
Crossbows deal +3 damage.
Meant to boost ranged effectiveness of Throwing Knives and Crossbows.
Requires:
7 Int and Per
60 Crossbows or Throwing
Quote
Wear and Tear
Slow and very slow impact speed attacks reduce the respective damage thresholds of their targets by 1.
Stacks up to 5 times.
Requires:
80 Melee or Crossbows
Wittle them down.
Quote
Electronics Genius
Allows you to dial your Energy Shield up and down, and reduces all the shield mitigates by 1.
Requires:
90 Electronics
Powermanagement or 8 Int
Dial up: Allows you to increase thresholds by 20% at the cost of +7.5% dissipation.
Dial down: Allows you to reduce thresholds by 10% to reduce dissipation by 5%, to a minimum of 0.
Phasing
You get a second evasion roll against ranged attacks that have been mitigated by your shield.
Your Critical Hits bypass an extra 30% of enemy Energy Shield.
Requires:
10 Int
[/quote]
« Last Edit: April 28, 2015, 04:21:53 pm by UnLimiTeD »
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I hereby declare that I love the oddity system and am in favour of shop and carry limits.