Deleted Member 22431
Guest
Yes, but more people agree with my good and superb opinion, and popular opinions can't be wrong.
Yes, but more people agree with my good and superb opinion, and popular opinions can't be wrong.
It's a W2 thing, which was released before PoE, sorry.the visible skill check thresholds are a PoE-ish thing.
Couldn't agree more.Who the FUCK decided intimidation should be based of fucking charisma in most rpgs!? Like, how!?
Of course.Anyway, about time. Hope we keep the bodycount stat too.
Sniping as in long range shooting while undetected is not in the game, but you can play a "sniper" - use a rifle (scoped or not), fall back to keep max distance, use energy shield to make sure you won't be disturbed, aimed shots, dedicated perks and implants.Question: "sniping" as in a "sniper build" with a sniper rifle and dedicated perks is not in the game, correct?
It depends. For example, in AoD you could intimidate with your bodycount (i.e. a personal threat) and with the power of your guild. We'll have the same in Colony Ship and the strength comment is applied to personal threats not faction threats.Intimidation isn't all brute force convincing someone you could kick your ass. An old, frail, mob boss making you an offer you can't refuse is far better at intimidate that the roided up street thug.
This design is much older than PoE. New Vegas had it, for example, and I don't think it was the first game that showed the thresholds.The dialogue window is generically Infinity Engine-like of course, but the visible skill check thresholds are a PoE-ish thing.
The armor works the same way it worked in AoD - it reduces incoming damage by X not %. Power armor does work differently (either downgrades attacks which was one of the passive abilities in PoE or absorbs all damage until the shield is depleted). The graze thing is a logical necessity (the dodgers were getting away with murder in AoD) rather than inspiration. We realized we had to have something between hit and miss (light damage that would do nothing to armored fighters but would fuck up the dodgers very quickly) before we played PoE but didn't want to make combat even harder due to endless complaints.In addition, I've previously remarked that Colony Ship's attack and armor mechanics seem to be PoE-influenced, eg:
https://rpgcodex.net/article.php?id=10303
https://rpgcodex.net/article.php?id=10945
Here is how I see it:The reason I'm asking is because melee in games with guns is a very, very old pet peeve of mine and I'm totally gonna make a thread about the topic and tag you at some point, but one of the points I intend to make is "melee or sniping: pick one". Because the usability of melee relies heavily on engagement distances and gap closing tools and these mechanics run 100% counter to the usability of "snipers". Related to that last one, Styg's system of separating movement AP from action AP is an obvious (and quite clever) way to stack the deck in favor of melee builds. That somewhat address the situation in fallout where a melee PC looks at the enemies and think "well, all I have to do is waste 2 turns worth of AP in order to start dealing damage. Hope I don't get turned into a pincushion by then!".
Even make less sense that charisma is used for intimidation. Get mugged somewhere in the street by a hulking brute and tell me that he's charismatic.Intimidation isn't all brute force convincing someone you could kick your ass. An old, frail, mob boss making you an offer you can't refuse is far better at intimidate that the roided up street thug.
Honestly strength to intimidate makes even less sense in a game where guns are standard.
But if he is successful he is indeed intimadating. If the thug carrying the gun is not threathing at all, e.g., if the gun is in the hands of a coward without the guts to pull the trigger, the intimidation is null.The thing is, the mugger is not intimidating. His weapon is. If he was unarmed he couldn't force anyone to do anything by words.
Since it seems to be a philosophical debate now, I'd say it's not the weapon itself but the mugger's willingness (or even eagerness) to use it. You have to believe that the mugger will shoot you or stab you without a second thought, otherwise you can walk away.Even make less sense that charisma is used for intimidation. Get mugged somewhere in the street by a hulking brute and tell me that he's charismatic.Intimidation isn't all brute force convincing someone you could kick your ass. An old, frail, mob boss making you an offer you can't refuse is far better at intimidate that the roided up street thug.
Honestly strength to intimidate makes even less sense in a game where guns are standard.
The thing is, the mugger is not intimidating. His weapon is.
How about those bank robbers who give the teller a note that says the robber has a gun? The teller can tell the robber to fuck off and call the guards if the robber fails his intimidation check.If he was unarmed he couldn't force anyone to do anything by words.
How about those bank robbers who give the teller a note that says the robber has a gun? The teller can tell the robber to fuck off and call the guards if the robber fails his intimidation check.
Yeah, but what if the mugger is not holding any weapon whatsoever? I specified that the mugger is a hulking brute, and even if he's only ready to use his barefists, don't you think he's intimidating enough, especially if his arms looked like it can squeeze your head like it's nothing? Again, [Strength] wouldn't be the only thing that's considered when attempting an intimidation check, but it can be. The point is that [Charisma] makes much less sense to be used in an intimidation attempt that [Strength], because your example of a mob boss intimidating you into accepting his offer isn't really a case of someone being charismatic, but rather used his reputation like [Body Count].The thing is, the mugger is not intimidating. His weapon is. If he was unarmed he couldn't force anyone to do anything by words.
Or maybe it's a psychological debate of what needs to be involved in coercion.Since it seems to be a philosophical debate now.
Or maybe the ability to convince his target that he can pull it off. In this case, high persuasion would be sufficient to successfuly coerce somebody. This is in agreement with the Colony Ship's character system: intimidation is not a skill, but the result of other factors.Also, VD elaborated that it's mugger's willingness (or eagerness) to use his weapon
Yeah, this is the case since AoD, too. There was no [Intimidation] skill, but every time you have an opportunity to choose an option that checks for your [Body Count] and/or [Combat Reputation], the lines reads like an intimidation attempt all the same.This is in agreement with the Colony Ship's character system: intimidation is not a skill, but the result of other factors.
Art is ALWAYS a problem for small studios, no matter how simple. Especially illustrations. If we had an artist who could do PoE-style illustrations at a reasonable price, good pace, and consistent quality, we would have gladly illustrated all text adventures. Unfortunately, we don't.I don't want to sound like a broken record, but Vault Dweller should consider more text-adventures with simpler art: no coloring, simple illustrations, etc. It's better than nothing andI wnat to believeassume it wouldn't overload the artists.
Art is ALWAYS a problem for small studios, no matter how simple. Especially illustrations. If we had an artist who could do PoE-style illustrations at a reasonable price, good pace, and consistent quality, we would have gladly illustrated all text adventures. Unfortunately, we don't.