Drog Black Tooth
Self-Ejected
- Joined
- Feb 20, 2008
- Messages
- 2,636
YES.-Remove Real-time mode
-Combat starts when enemies become hostile (no free move to the player first)
Very easy to implement and I've been thinking a lot about it. The whole thing about Arcanum's TB being so much more overpowered than RT is that if your Speed stat is crazy high you can do WAY more attacks in TB. So yeah, maybe cut it in half, so that it doesn't change the outcome THIS much. Somebody's bound to get butthurt about this though obviously.-Lower the AP scale from 1-20 to 1-10 (half speed boosts from dex)
I'd do the following:-Increase gun damage by 50-100% OR add a ranged damage buff from Perception OR add more ammo types
- First make a spread sheet listing all the guns, their damage and speed, calculate the Damage Per Second in a separate column.
- Decrease the weapon speed by about 1/3 maybe while keeping the same DPS, in order to reduce the wtf ammo consumption. Do the same for bows.
- Bump the damage output of most low tier guns by about 10-30%.
- Maybe add extra ammo types (such as shotgun shells) for some guns.
There's one Russian mod that adds a teleportation device. I don't really feel good about this, since this is a slippery slope that kinda makes technologists just reskins of mages.-Add more tech items that duplicate useful utility spells (teleport, unlock, identify, etc)
Done, I have a working engine patch that does this. They gain training in a skill after reaching a certain skill level and character level, all the way up to master.-Allow NPCs to gain apprentice/expert/master status without that one Player background
Done, a la Dragon Age: Origins. NPCs start with an auto-level scheme which you can disable and distribute their CPs as you see fit once they become your party member. See the screenshots in this thread.-Allow player NPC leveling by default OR change the auto-level schemes so NPCs don't waste points on health/fatigue, and everyone isn't specced for melee (more variety; throwing, guns, archers, etc)