DarthBehemoth
Learned
Not long to go until majestic giant teeth platforming then.
Oh, I almost forgot the glorious 90s platforming
in the body of The Many
Not long to go until majestic giant teeth platforming then.
Really? Recoil is pretty significant problem, especially given that it is random. It means that your automatic fire accuracy goes to shit and single fire rate of fire plummets, because you're forced to aim before every shot. Weapon jamming due to mishandling even when in good shape would also be more than mere nuisance. Same with other things.Problem is that almost none of these have any real effect
Except maint doesn't seem to do anything with degradation rate, and I don't really see any problem with dual skill checks when appropriate.and degradation rate is already something that is appropriate for the maint skill.
That doesn't change the fact that many weapons are boring or same-y, many have stupid shit about them and they would benefit from such changes.Ehh, some of these things are subjective or outside a pure balance mod.
The former would break consistent cost scheme, the latter is not a valid excuse.IMO, best option for the most part is to reprice a bunch of the powers. But you know, there's gonna be some lame things when you have that many powers available.
Except jettisoned grove obviously didn't have powerful drives, or fuel/remass (and it would have to brake to crash-land gently enough to not turn Tau Ceti V into Alderaan). It was a fucking bubble pod with grove inside, not an interstellar spaceship.IIRC they didn't need hyperdrive to reach Tau Ceti. Just an unreasonably fast normal-space drive (and even that I'm not sure about, but I don't recall an exact time table mentioned in-game to reference). Aimed perfectly at the spot where Tau Ceti V would be in x number of years to crash land and all that.
Randomly breaking weapons through misuse regardless of condition if your skill is low, OTOH, would give you very valid reason to invest in repair. Two birds, one stone.Breaking more weapons wouldn't really do much when you are only going to use 2 or 3 weapons anyway.
Really? Recoil is pretty significant problem, especially given that it is random. It means that your automatic fire accuracy goes to shit and single fire rate of fire plummets, because you're forced to aim before every shot. Weapon jamming due to mishandling even when in good shape would also be more than mere nuisance. Same with other things.Problem is that almost none of these have any real effect
Randomly breaking weapons through misuse regardless of condition if your skill is low, OTOH, would give you very valid reason to invest in repair. Two birds, one stone.Breaking more weapons wouldn't really do much when you are only going to use 2 or 3 weapons anyway.
The important part is that the more ways you affect weapon performance in, the more subtle you can make each of them without sacrificing the magnitude of their combined effect.
In any case it bets moronic "hurr dunno how to fire a pistol" - Goggles' cyber-rig is supposed to plug into his brain, not replace it.
Except maint doesn't seem to do anything with degradation rate, and I don't really see any problem with dual skill checks when appropriate.and degradation rate is already something that is appropriate for the maint skill.
No, but it does mean that it's not a balance mod then.That doesn't change the fact that many weapons are boring or same-y, many have stupid shit about them and they would benefit from such changes.Ehh, some of these things are subjective or outside a pure balance mod.
1. The consistent cost scheme is entirely irrelevant to the game design, and enforcing it cuts a huge aspect of making power useful.The former would break consistent cost scheme, the latter is not a valid excuse.IMO, best option for the most part is to reprice a bunch of the powers. But you know, there's gonna be some lame things when you have that many powers available.
Except jettisoned grove obviously didn't have powerful drives, or fuel/remass (and it would have to brake to crash-land gently enough to not turn Tau Ceti V into Alderaan). It was a fucking bubble pod with grove inside, not an interstellar spaceship.IIRC they didn't need hyperdrive to reach Tau Ceti. Just an unreasonably fast normal-space drive (and even that I'm not sure about, but I don't recall an exact time table mentioned in-game to reference). Aimed perfectly at the spot where Tau Ceti V would be in x number of years to crash land and all that.
Plus, grove suddenly accelerating out of the system (with power/heat signature appropriate for such drive) and towards Tau Ceti would have been obvious to human observers - no one would be surprised to find SHODAN there.
OTOH if SHODAN devised a crude, one-shot FTL drive prototype, it would allow the grove to get where the plot needed it and would give SHODAN good head start at knowing what sweet things she can do with VB's FTL drive. Of course she would have to have waited to use it without drawing attention, but that would be consistent with timeframe.
Accelerating tens of tons at 0.025G would be brighter than any star...
I beg to differ, as SS2 is the only game to this day in which I have missed two consecutive shotgun blasts at point blank range.Recoil really isn't a problem.
That's good, because I've never thought about adding recoil to a laser weapon. I mean, come on now.Overcharge laser pistol works just fine in battle, any amount of recoil you throw at me can't impact the rate of fire anywhere near as long.
That's good, because I've never mentioned that. I only mentioned either having multiple skills be required for single activity, or having many aspects of one activity being affected by single skill.Having multiple skills do the same thing is just a bad idea.
Break. It makes a lot more sense than refusing to even try firing a weapon, regardless of situation, especially if this weapon is something foolproof like pistol or shotgun.Break, or degrade? Weapons breaking from usage with low skill would be as silly or sillier than weapons that can't be fired at all by low-skilled characters. Why would pulling a trigger magically make the gun explode in your hands simply because you are untrained?
Critical failures? Fallout's implementation was wonky as they relied on difficulty of the attack rather than user's skill (so expert marksman could blow his face off with a sniper rifle when trying to pull off a nigh-impossible shot), but critical failures in general are awesome.I don't recall that mechanic getting any praise in Fallout.
How is keeping the same overall influence over weapon performance by splitting it over multiple aspects of weapon use the same as making the skill irrelevant? You are not making any sense.The important part is that the more ways you affect weapon performance in, the more subtle you can make each of them without sacrificing the magnitude of their combined effect.
In any case it bets moronic "hurr dunno how to fire a pistol" - Goggles' cyber-rig is supposed to plug into his brain, not replace it.
Doing this would make weapon skills completely irrelevant. That's a bad thing.
Again, I disagree, and you *can* keep your damage in as well. If most weapons can technically be used at any skill level it will help make damage scaling meaningful and balanced too, because previously high-level weapons will then also have their damage scale with skill level.Unfortunately the entire game as designed favours total damage and damage/shot as basically the only important aspects of weapons.
And weapon skill would determine it reliability regardless of tools by extending time weapon can go without maintenance.Except maint doesn't seem to do anything with degradation rate, and I don't really see any problem with dual skill checks when appropriate.
Maintenance determines weapon reliability through maint tools.
It doesn't - see RL precedences above. In any case is it more or less stupid than grunt being unable to fire pistol or shotgun any civilian can fire without any sort of training? Or even AR like the ones fired routinely by Africa's expendable kid soldiers?Making weapon skill determine weapon reliability too is just stupid.
No, but it does mean that it's not a balance mod then.[/quote]It means it's more than that, but you can't say that making energy weapons not cripplingly overspecialized, making most heavy weapons actually useful, or making pistol retain its niche even after finding an AR would be a bad thing.That doesn't change the fact that many weapons are boring or same-y, many have stupid shit about them and they would benefit from such changes.
Only.Did some quick numbers, the grove would need only about .025Gs of sustained propulsion to both get to Tau Ceti and decelerate so as not to become a crater.
high-powered (...) nearly undetectable in terms of power/heat signature
1. TriOp was able to come up with hyperdrive 42 years later.The idea of SHODAN magically inventing hyperdrive and THAT not being detected would be silly.
NASA runs out of fuel within minutes. To build up momentum in one direction you need to give your remass equal momentum in opposite direction. Momentum is velocity times mass. To achieve more momentum you need to either throw a lot of shit (increased mass) or throw it harder (increased velocity). Unfortunately kinetic energy increases with square of velocity, so throwing shit 2x harder to achieve twice as much thrust requires your power source to burn 4x brighter.Accelerating tens of tons at 0.025G would be brighter than any star...
Man, you shoulda told those NASA guys who have to launch 2000 tons at around 3G. We'd have wiped out our planet if that was true.
Nope, as long as this FTL isn't actually achieved and you move around realspace by throwing shit in opposite direction.With a proper drive you could make it nigh-undetectable, given sufficiently advanced technology . And given that this is a race on the verge of FTL, you could assume that capability.
Accelerating tens of tons at 0.025G would be brighter than any star...
Then I pity your aiming, I suppose. If that happens constantly you might want to look into not playing FPS.I beg to differ, as SS2 is the only game to this day in which I have missed two consecutive shotgun blasts at point blank range.Recoil really isn't a problem.
That's good, because I've never thought about adding recoil to a laser weapon. I mean, come on now.Overcharge laser pistol works just fine in battle, any amount of recoil you throw at me can't impact the rate of fire anywhere near as long.
That's good, because I've never mentioned that. I only mentioned either having multiple skills be required for single activity, or having many aspects of one activity being affected by single skill.Having multiple skills do the same thing is just a bad idea.
Break. It makes a lot more sense than refusing to even try firing a weapon, regardless of situation, especially if this weapon is something foolproof like pistol or shotgun.Break, or degrade? Weapons breaking from usage with low skill would be as silly or sillier than weapons that can't be fired at all by low-skilled characters. Why would pulling a trigger magically make the gun explode in your hands simply because you are untrained?
Besides, there are RL precedences to weapons borking/jamming if not handled properly. There are assault rifles that can seemingly accommodate more than 30 rounds in magazine with no problems, but it tends to jam them, there is WWII MP40 that lacked proper foregrip and tended to bork when you understandably tried to use magazine as foregrip. Pump action shotguns tend to not take showoff one handed cycling well either. I can easily imagine mishandling something like laser pistol causing it to fry a critical component as well.
There are, however no RL precedences to trained soldier being so dumbfounded by a basic weapon he should be familiar with that he couldn't operate it at all. Because it's downright moronic.
Critical failures? Fallout's implementation was wonky as they relied on difficulty of the attack rather than user's skill (so expert marksman could blow his face off with a sniper rifle when trying to pull off a nigh-impossible shot), but critical failures in general are awesome.I don't recall that mechanic getting any praise in Fallout.
Plus, like I said, it would make repair skill actually useful.
How is keeping the same overall influence over weapon performance by splitting it over multiple aspects of weapon use the same as making the skill irrelevant? You are not making any sense.The important part is that the more ways you affect weapon performance in, the more subtle you can make each of them without sacrificing the magnitude of their combined effect.
In any case it bets moronic "hurr dunno how to fire a pistol" - Goggles' cyber-rig is supposed to plug into his brain, not replace it.
Doing this would make weapon skills completely irrelevant. That's a bad thing.
Again, I disagree, and you *can* keep your damage in as well. If most weapons can technically be used at any skill level it will help make damage scaling meaningful and balanced too, because previously high-level weapons will then also have their damage scale with skill level.Unfortunately the entire game as designed favours total damage and damage/shot as basically the only important aspects of weapons.
Only.Did some quick numbers, the grove would need only about .025Gs of sustained propulsion to both get to Tau Ceti and decelerate so as not to become a crater.
Citadel had mass 2*10^9kg.
Mass of the grove hasn't been officially stated, but based on in-game images of the station with groves, it can be estimated.
The diameter of the grove is 1/6 of diameter of station's primary hull. If scaled up to this size it would take around 3 groves stacked on top of each other to fill up station's volume.
We can therefore assume the grove to weigh 3*6^3 times less than the entire station - around 3*10^6 kg.
To accelerate it at 0.025G (haven't checked your math) you'd need to maintain thrust of around 757kN (ok, stuff gets more complex because of expending remass and rocket equation).
It's not that much, but you'd have to maintain constant thrust for 30 years.
So, how much of grove's mass would you consider to be remass?
high-powered (...) nearly undetectable in terms of power/heat signature
Do you have any idea what you're talking about?
1. TriOp was able to come up with hyperdrive 42 years later.The idea of SHODAN magically inventing hyperdrive and THAT not being detected would be silly.
2. Inventions don't spawn in vacuum, but are created based on previous knowledge.
3. TriOp would presumably be able to do it much earlier was it not for the massive legal shitstorm and data being lost with their station where cutting edge research was conducted.
4. Shodan had access to to all that data and presumably had it backed up on board of the grove, as it is the kind of thing shodan with her countless backup plans and contingencies would have done.
5. Shodan presumably had some resources, scrappable stuff and automatons on board of ejected module of highly automated station.
6. Shodan was fucking smart, motivated to do something instead of drifting in space forever and didn't have to asspull the drive until much later.
7. We don't know anything about power requirements and signature of drive based on completely unconventional physics.
Except the joke is on you - I don't mean to boast, but I typically am a pretty good shoot in a variety of different FPS games - as different as UT'99 (both regular and instagib) and STALKER (no, you don't need 2.5 mags of 5.45 to put down a bandit).Then I pity your aiming, I suppose. If that happens constantly you might want to look into not playing FPS.
I think I did explain mine, but whatever:Sorry, I didn't fully explain my logic.
- Overcharge laser pistol has a several second period in which I can't fire again.
- Any amount of weapon recoil (within reason, not making me do a complete 180) is just a short downtime in which I have to re-adjust my aim. Effectively the same downside as using an overcharged laser pistol except that I can re-adjust my aim far quicker than it takes the laser pistol to recharge.
- Since using the overcharged laser pistol in battle doesn't pose many problems, adding more recoil to weapons would basically do very little in terms of the weapon effectiveness.
Beats skill that no one needs.Problem with this is that it makes repair, like maintenance, a skill that everyone needs (beyond dedicated psi/melee builds of course).
Weapons would stop breaking independently of their durability at skill level equal to game's normal skill req.At that point you might as well just make maintenance cost 2x as much and merge repair into maintenance. Unless the break rate is zero when you reach a certain weapon skill requirement, at which point repair again becomes useless (and no one would pump points into repair to repair weapons broken by a low weapons skill rather than simply increasing their weapons skill in the first place).
No. That's the point of auto-repair units.The point of repair in the original game was really to let you repair and start using powerful weapons that were not otherwise obtainable for a long time.
I don't like removing stuff that's already in game. Making it work better in the context of mechanics is preferable. Removing ceiling from the number of times you may need something repaired makes auto repair units work better in the context of mechanics and is therefore desirable.remove auto-repair units.
Then no one would bitch about lack hard skill requirement despite poping someone in any bodypart being trivial regardless of skill unless in the middle of heated firefight.If this was Deus Ex
Hyperdrive is not a reaction drive.Less than required to use a hyperdrive and go faster than light?
Exhaust doesn't have to be. At any given efficiency the amount of waste heat needing to be eliminated will be proportional to drive's power. Powerful drive will need to shine like a little star in order to not vaporize from its own waste heat.Yes? If the exhaust doesn't intersect anything, it's undetectable.
I bet many of those people whose corpses were strewn around the station could also invent brilliant shit and yet it didn't help them.Able to invent hyperdrive in 6 months but can't even clean out the Citadel in the same amount of time? Sorry, not buying it.