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Shadowrun Shadowrun Returns Pre-Release Thread

Discussion in 'General RPG Discussion' started by JudasIscariot, Apr 4, 2012.

  1. Jaesun Fabulous Moderator

    Jaesun
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    With the editor I *assume* you could place them wherever you want.
     
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  2. Kem0sabe Arcane

    Kem0sabe
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    I actually prefer checkpoints as a measure against save scumming, but i also understand how many people would hate the idea. Save at start of a mission and then it's up to the player to make an effort to finish the mission with his/her team intact.
     
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  3. Jaesun Fabulous Moderator

    Jaesun
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    Exactly. I have asked for clarification on the checkpoint system. Hopefully they will answer.
     
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  4. Gozma Prestigious Gentleman Arcane

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    Checkpoint is OK if there is also save and quit whenever... but I kinda suspect there won't be, because omitting "save anytime" has cost-savings
     
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  5. Alex betthurt

    Alex
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    Sorry if I am late for the ammo discussion, but I found this interesting comment from James Maliszewski that I thought was somewhat relevant:

    He is talking about D&D, true, but I kinda think this is important for Shadowrun too. Planning for the runs, that is.
     
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  6. Jaesun Fabulous Moderator

    Jaesun
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  7. sser Arcane Cuck Developer

    sser
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    Never played Shadowrun before. Never even read about it or looked much at it. Those screenshots look pretty wicked, but the XCOM UI they went with is kind of a bummer.

    Also, personal opinion, but I believe that infinite ammo is stupid and lazy, usually no matter the genre, and only works to take away from the gameplay. There are many interesting nuances that having ammo creates. Making the resource infinite means those nuances no longer exist, and that many aspects of the game will literally always be the same, and that's kind of detrimental to a game's long term playability. No more tense moments of conserving ammunition. No more bloody shootouts that end with people fighting hand-to-hand. No sense of attrition, at all. No long-term costs for using suppressing fire.Always taking shots with terrible angles, as the game nullified any notion of risk-reward. No saving ammunition for a better angle and killshots. Also, no inkling of long-term planning, strategic or tactical. No heavy-hitters you keep in reserve. (Also, the idea of reserve units is now very limited, if not kaput.) No gun and ammo-runners. No specialized roles that you created. The list goes on.

    Every single time you had a cool moment in a game because some dude was forced to do something because of the element of ammo, they're gone now. Sure, these moments don't occur all the time, but at least they can occur. Some people are willing to eliminate the mechanic because they're lazy shits. A strategy game having a breather for you to manage ammo is not a bad thing. Go play the new XCOM where ammo might as well not even exist on the interface and, even though I played its hardest difficulty, not once did it factor into anything I did.

    Strategy games, and RPGs to a similar extent, are about managing resources. Maybe it's just me, but ammunition is kind of a big deal if your strategy elements include guns. Turning modern strategy games into John Woo films is fucking stupid and you should all feel bad for buying into it.
     
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  8. Jaesun Fabulous Moderator

    Jaesun
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    Some reading if you are interested about the setting:

    Setting

    Timeline - Of note: Shadowrun Returns takes place in 2054. Also the timeline of The Awakening and the Unexplained Genetic Expression (UGE) are on here.

    Corporations

    System
     
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  9. Gozma Prestigious Gentleman Arcane

    Gozma
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    There is no way that the tiny "clips" and heavy reloading in XCOM didn't affect shit you did dude. I think 4 or 5 shots per reload (1 less for heavies), suppression takes 1/2-2/3 of a "clip", reloads take your entire combat turn. I made decisions based on reloading at least once per fight, at least in the early game phases before the design errors they made dominate the gameplay. OTOH I know ammo quartermastering for standard-issue arms in X-Com was a gigantic pain in the dick for almost no payoff (although to be fair a lot of that was the 80 item limit).
     
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  10. Zeriel Arcane

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    Ammo wasn't necessarily a fantastic part of X-COM, but it did occasionally lead to awesome situations. Like defending your base against an alien attack with rookies only equipped with starter weapons, because you have no ammo on hand for your death-rays. More importantly, the presence of an inventory system lead to cool things like picking up ammo/grenades off of dead team-mates, instead of (new XCOM) just throwing up your hands and saying, "Shucks! My grenade-carrying soldier died. Guess I get to suck balls, now."
     
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  11. Gozma Prestigious Gentleman Arcane

    Gozma
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    I am not against an inventory system; that is not the same as ammo quartermastering. I particularly like JA2 1.13 rigs and pouches style vs tetris, although I would like a faster and less annoying abstract inventory out-of-combat (which they kinda already do with sector inventory).

    As for X-Com I maintain that if you keep a "how many fucking times am I clicking shit Jesus Christ" diary you will see that the ratio of busywork to interesting shit happening because of ammo quartermastering is extraordinarily large
     
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  12. Roguey Arcane Sawyerite

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    I'll be very happy because fuck having to play 10-20+ minutes worth of content over again.
     
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  13. tuluse Prestigious Gentleman Arcane

    tuluse
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    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    Just don't die :martini:
     
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  14. GarfunkeL Racism Expert

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    Only P&P where ammo tracking is both important and "fun", is Twilight 2000 because you will consume fairly large amounts of ammunition AND you have to scavenge for it. As others already stated, as a GM, I only tracked speciality ammunition. Though now with Chummer automating the process to a degree, the next SR campaign I run will probably track all ammo!

    It's a shame but having limited ammo isn't that useful by itself. It must be accompanied by an inventory that is limited by size and carrying capacity. Obviously, JA2 1.13 is the clear winner here (beating popamole shit like ARMA2) and while I'd love to see that kind of detail in SR:R - as the P&P rules sort of make it possible - I can live without it. Especially as it seems that tinkering with the game and the editor will allow us to do a lot of stuff.
     
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  15. Roguey Arcane Sawyerite

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    A game where I don't die is too easy.
     
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  16. Dickie Arcane Patron

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    A game that saves before every door is too easy.
     
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  17. Roguey Arcane Sawyerite

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    Nonsense. One could still die a dozen times or more against any given fight or accumulate extreme losses during any given run.
     
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  18. Roguey Arcane Sawyerite

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    And well well look what we have here
    Very Josh. :)
     
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  19. Jaesun Fabulous Moderator

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    Like Johs's infinite inventory system? :lol:
     
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  20. winterraptor Cipher

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    Certain games that have included this are, anyway. 'Final Fantasy' the first fucking thing I think of when I hear 'save points'.
     
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  21. Galdred Studio Draconis Patron Developer

    Galdred
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    Ammo cost was negligible in the PnP game if I recall, except for special ammos (assault cannon rounds, APDS, explosive and flechette rounds...), especially compared to the cost of the things you were saving for (Doc Wagon contract, cyberware, magic stuff and vehicles). What made you save ammo was the drastic recoil penalty, which could only be partially offset by carrying heavy and unwieldly gyro stabilizers. Even if any SR GM were counting ammo, it would not have changed anything in the game. That said, I wish the special ammunitions were there.
     
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  22. tuluse Prestigious Gentleman Arcane

    tuluse
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    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    You can only add items at certain locations. Which is what most reasonable people asked for with PE.
     
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  23. Roguey Arcane Sawyerite

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    I don't understand what you mean. From the beginning Josh said his inventory would have things you can use in combat, a limited number of things you can access outside of combat, and an unlimited stash you can only access at rest areas. If this is a "you can't add to the stash except when the DM says so" thing keep in mind that Shadowrun is barely going to have anything to loot and PE is going to be full of a ton of it.
     
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  24. Jaesun Fabulous Moderator

    Jaesun
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    More info on the checkpoint Save System:

    Will we be able to place checkpoints where we want with the Editor? For example I want to make a module where the only checkpoint is at the players Apartment.

    Are the default Checkpoint Saves for the game before and after a run in the default game?

    Basically. The default is before and after a "scene" which might be a run or might be a chunk of roleplaying/legwork in a location.​

    We'd like to give player-GMs the ability to place checkpoints where they want but it's complicated and will likely not make it into the final release.​

    The plan is to have your checkpoints listed on the main menu by character so you can go back to previous checkpoints and reload or play multiple characters without messing with each others' save games.​
     
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  25. hoverdog dog that is hovering, Wastelands Interactive Developer

    hoverdog
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    :rage:
     
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