Other > Closed suggestions
Buying implants
avv:
Make them disappear when you die, would put a price for your life.
--- Quote from: Elmehdi on March 19, 2010, 02:00:28 pm ---Again, so what? Organised groups will always have an advantage over a lone player, no system will change that and there is absolutely nothing wrong with it.
--- End quote ---
Yeah. And that's how it goes. Nasty evil gangs are dominating the wastes with violence and fear.
Lordus:
--- Quote from: Elmehdi on March 19, 2010, 02:00:28 pm ---Again, so what? Organised groups will always have an advantage over a lone player, no system will change that and there is absolutely nothing wrong with it.
--- End quote ---
I am in the big gang and i dont think that this kind of players needs more powerfull chars. But i can imagine implants based on quest, where charisma is required (5), so non PvP char can get this advantage.
But this must be only temporary (until death), because if this implant will exist forever, all PvP char players will risk addiction from mentats. 6+ charisma is too big for regular player and if the implant will be permanent, this will lead to more unbalance.
God of Thunder:
--- Quote from: Lordus on March 19, 2010, 04:15:58 pm --- I am in the big gang and i dont think that this kind of players needs more powerfull chars.
--- End quote ---
It is not the case of more or less powerful chars, but make power more temporary, fragile and easy too lose. Couse now you just need to get CA and weapon, and you are in full power few minutes after death. This way you will need more money and time to regain maximal possible power after death.
Roachor:
As a player that plays alone and always has tons of cash lying around I'd love this. Who cares if gangs get stronger, so will I.
Elmehdi:
I think that such implants shouldn't include a SPECIAL boost - it would mess up a character build too much. People would create pretty useless characters, having in mind that they will buy a boost later (kinda like they do with drugs now). It might also cause a frustration for new players that would't know about this feature while building their character, and later on, being on a level 21 would find out that they could have "bought" a couple of extra char points (I'd be quite pissed off myself :P). That's why I think that none of these adjustments should interfere with character planning. Here are some examples of possible, purchasable boosts that certainly wouldn't break the game balance, but would make a character design a bit less bare - boned:
armor class boost,
HP increase,
some useless skill increase,
critical hits effectiveness,
resistance for some particular type of damage,
poison/radiation resistance,
world map travel speed,
range for throwing weapons,
sight range,
FOV range,
drugs effect duration,
sequence (it should be given some meaning in RT though),
healing rate,
melee damage
chance of setting off traps (if ever implemented),
AP cost of using items in inventory,
chance to be crippled during the fight,
It would be also interesting if some more valuable adjustments were only available for members of some particular faction.
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