In the light of new content, I decided to do another round of play through with two starting builds I found encompassed most of what the game offers, taking into consideration what I learned the last time I played.
The builds following, were my starting stats for later reference as well as an abridged synopsis of how they weathered the games challenges.
"Psi Tank v.2"
Base
S- 8
D- 3
A- 3
C- 6
P- 3
W- 10
I- 7
Skill
Melee, Hacking, Mechanics, Electronics, Tailoring, Thought Control, Psychokinesis, Mercantile
Synopsis
-Awful in the early game, even with the reliable lvl 1 access to a hammer when purchased from the armory, I don't know if I would have stuck with it if I didn't have fore knowledge there was a Metal Armor shaped light at the end of a long tunnel. Really had to stretch my options to get through the GMS compound. Solid Single Target, and AoE damage. Some CC. Predictable health loss once the stars align to to see fit to actually give you at level components to craft the gear this build demands. Have to leave a lot of lockers and doors and vents shut, will step on every mine, will never find a hidden... anything. Will rarely have the option to start a fight manually unless you know it's coming before hand.
"Commando v.2"
Base
S- 6
D- 5
A- 7
C- 5
P- 10
W- 3
I- 4
Skill
Guns, Melee, Dodge, Evasion, Stealth, Hacking, Lock picking, Mercantile
Synopsis
I kind of feel a similar build to this is almost forced on you (I'll get into that in more detail below.) Easy in the early game, absurd single target damage in the late game. Hard to keep in ammo, No real AoE or CC. That makes some fights harder then they should be, mitigated of course by stealth and smart positioning. Relegated to the gear that you find or pops up at vendors, but that is less of a hindrance then with the psi tank. No door, lock or obstruction will do more then slow you down. (You may have to come back later)
With that out of the way, on to the meat an potato's of why I'm posting. There seems to be something... well from where I sit it could be two things, or a list of many things on the not yet implemented... I'm not a Dev or even a regular part of the community. Also I feel I should clarify, that I am not trolling for behind the scenes stuff (always welcome if volunteered) just making my opinion on known on what feels like gaping wounds in game play.
Anyway. I said before, two things. First, party system that would allow you to optimize a set of player characters with synergy to mitigate the individuals short comings. this would require a rework of almost all game elements... So I don't think its coming, especially not soon. Second, which I believe to be the more reasonable. The ability to circumvent optimized specialization through the use of tools or psi abilities. An example of the latter already exists with the crowbar on vents.
I have some Ideas I will list in bullet format take them, leave them, or ignore me for being so presumptuous.
EX: Example Game Element (Guiding Skill- Base Stat)
- Eame Element - Base Stat or Guiding Skill - Tool - Drawback
Locks Doors and Chests, Vents (Lockpick- Dex)
- Doors- STR- Hammer- The stronger the door the longer it takes the louder it is and the more it decays your hammer. The door cant be shut again
- Doors- Mechanics- Tool box- Tool boxes are heavy and make a lot of noise. (Perhaps carrying one should drop your sneak?)
- Doors- Chemistry- Demolitions Charge- Rare, Loud.
- Doors- Metathermics - "New Psi ability" - Psi intensive, time consuming. (push ice in the lock, heat the lock to swell the metal, cool it off again to create a gap. Open door)
- Chests- STR- Crowbar- Chance to break Crowbar. Injure self. loud.
- Chests- STR- Hammer- Time consuming, decays Hammer. chance to break or damage whats inside. Loud
- Chests- Mechanics- Tool box- Tool boxes are heavy and make a lot of noise.
- Chests- Chemistry- Demolitions Charge- Rare, Loud.
- Chests- Biology- Concentrated Burrower Acid- Doesn't work on all locks, have to make it yourself.
- Chests- Metathermics - "New Psi ability" - Psi intensive, time consuming. (push ice in the lock, heat the lock to swell the metal, cool it off to create a gap. Open door)
Hacking Doors, Chests, Special Circumstance (Hacking- Int)
- For the purpose of saving room refer above for doors and locks, they can pretty much carry over on a case to case basis. I just put it here to show it wasn't forgotten,
- Special Circumstance- Thought Control- Mind Machine remote interface - Psi intensive alternative
Hidden object (Perception/ trap)
- Doors - Thought Control - "new psi skill" - +5 perception lasts x amount of turns based on skill.
- Traps - Psychokinesis - "new psi skill" - Duration and area of effect based on skill. (You could also allow us to use ranged attacks to disarm them.)
Obstruction - Vaulting Over (Agi)
- Obstruction- Psychokinesis- Force Jump- perhaps give this a limit to weight based on skill.
Obstruction - Clearing out of the way (Str)
- Obstruction- Mechanics/ int - Leverage/ block and tackle- Weight in inventory
- Obstruction- Psychokinesis- Force Push- ... Bison is doing it.
Merchants (Int)
- I'm going to leave bullet format now, and just say that the mercantile almost seems to be working against you if your goal is clearing your inventory. So much for selling ice to Eskimo's I cant even sell surplus guns to an arms dealer.
I ended up scraping a LOT of of valuable gear and throwing away a lot of organs and crowbars that could have other wise been used to fund crafting or inflate my stockpiles, because I was over encumbered. I feel there should almost be a whole sale/ general goods vendor that has a lot of credits and gives very little of the items value for those not skilled in mercantile. As an example if the armorer would give you 60% of the items value the whole sale vendor would give 30% and not have any thing to trade except coins or credits. The advantage being he will always buy every item type in exchange for a reduced amount in raw currency.
Crafting Bonus (Int)
- If you are going out of your way for crafting every point you are spending on being better at your craft is another point that is not being spent on utility or situation based combat applicability. If you look at the Elder scrolls they take this into account with Smiting, Enchanting and Alchemy. As in they give you bonuses that you other wise would have to forgo with out the expertise to apply it to your self.
As an example you could make Metal armor "well fit" giving it slightly more DT or resistance. You could use electronics to add servo's that allow the suit to be powered granting movement AP and bonus melee damage or stabilization for improved ranged accuracy... Chemistry to deconstruct grenades to their base components and put them back together representative of your skill. A stronger adrenaline with less drawback, precision optimized gun's granting an extra shot with a burst or more accuracy... The list can go on for a while but I think my point is made. Crafting as it currently exists does not give you any thing you could not other wise find in the world. Each of them requiring a consumable to balance the bonus, and a reduction in resale value to vendors.
The points invested are effectively being carried... If not holding back combat, subterfuge, and psi skills instead of synergizing with them. Again I'm not abreast to what your development plans are but this is my take on the game and it's content as it currently is.
That's pretty much all I'm willing to write-right now, I'm interested to see if you guys see where I'm coming from or fill me in on something I'm missing. I don't think I've said it yet but Styg keep up the great work on the alpha. This is already better then Shadow Run returns and competes with FO1/2 for mechanics... Were yet to see much of a story, cant wait for that. Keep it coming and I'll keep dropping my two cents.