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Shadowrun Shadowrun Returns Pre-Release Thread

Jaesun

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Good question. I'll ask.
 

evdk

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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
The UI for gun ammo looks like the one from XCOM. Let's hope they didn't copy the unlimited ammunition design philosophy.
 

Kem0sabe

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How does it work in the Shadowrun P&P with regards to ammo?

Shit load of ammo types you can use with your custom weapons... Capsule Rounds, Frangible Rounds, Hi-C Plastic Rounds, Hollow Point Rounds, Silver bullets, Subsonic Ammo, Tracker Rounds, plus shotgun rounds, canon rounds (yes there are armored tank grade hand canons), and more. According to the Arsenal rule book.

P.S Amazing how the 4th edition core book art looks just like the art from Shadowrun returns, they got that shit down.
 

Wizfall

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How does it work in the Shadowrun P&P with regards to ammo?
Like KemOsabe said you have different kind of ammo.
Regular ammo are common goods, very cheap and you never run out of it (money and availability wise).
So i don't really care if you have infinite ammo.
 

evdk

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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
How does it work in the Shadowrun P&P with regards to ammo?
Like KemOsabe said you have different kind of ammo.
Regular ammo are common goods, very cheap and you never run out of it (money and availability wise).
So i don't really care if you have infinite ammo.
Sorry, but that's pretty stupid. Just because regular ammo is cheap and plentiful does not mean that during a run you are going to always have an inexhaustible supply.
 
Self-Ejected

Excidium

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You use common sense if you can't be arsed to keep track of ammo. Of course in a video game the computer can take care of it for you alright so there's no reason not to.
 

Wizfall

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How does it work in the Shadowrun P&P with regards to ammo?
Like KemOsabe said you have different kind of ammo.
Regular ammo are common goods, very cheap and you never run out of it (money and availability wise).
So i don't really care if you have infinite ammo.
Sorry, but that's pretty stupid. Just because regular ammo is cheap and plentiful does not mean that during a run you are going to always have an inexhaustible supply.
That's why i wrote money and availability (easy to find a seller) wise :roll:
 

tuluse

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Yeah, I'm guessing they'll have unlimited ammo, but it's not a big deal to me. Though I would prefer it track each magazine like Rainbow 6 3 for maximum :obviously:.
 

Kem0sabe

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There's absolutely no excuse for the game having unlimited ammo.

Seems like it will, and at this point in development when they have most of their systems down, i doubt they will change it either way. Still no confirmation tho.


I bet 5 KKK it will have unlimited ammo. But I don't give a shit really.

Modders will fix it.
Depends on what the editor is capable of, remember that you can't add new art to the game, so ammo magazines are out, unless they are already a ingame model.
 

hoverdog

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If normal ammo is cheap as hell then I have no problem with unlimited ammo. With limited, everyone would simply buy ten thousand bullets for each weapon before the very first mission - other than cutting down on useless clicking, there'd be no difference.
Unless, of course, ammo has weight, and weight (or size) has impact on effectiveness of a gunner. In this case, having unlimited bullets is inexcusable.
 

Jaesun

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You could tie it to an inventory item. There is many ways to do this, depending how rich the scripting is. A topic I really should look into.
 

Rake

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I have no problem if the ammo magically replenish at the end of each run, but it would be nice if you could to run out of ammo during the run. Not a big problem but still...
 

Wizfall

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That's why i wrote money and availability (easy to find a seller) wise :roll:
But then you write that you don't care if there's unlimited ammo in the game. That is a series of runs. During which you will likely not be ale to buy a thing. :roll:
What i mean is at least in the PnP game (i know it's depend of the GM but still) ammo management is rarely a problem.
It has happen to me to run out of ammo during a PnP session sure (not during a run but when i was not ready, the "investigation" phase).
And it almost never happen to me not being able to buy regular ammo, series of runs or not.
So for the CRPG game i consider this ammo management low priority.
Regular ammo is almost like food in the Shadowrun setting.
 

Jaesun

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You could tie it to an inventory item. There is many ways to do this, depending how rich the scripting is. A topic I really should look into.

Would be nice if you could get some info on how feature rich is the editor.

The only info mentioned (in detail) is here: http://harebrained-schemes.com/post/jordans-developer-diary-power-to-the-people/

The true power of our game editor is its event driven trigger system. A trigger is an action that only happens if all its conditions are met – in other words, classic IF/THEN logic. In many game editors, this kind of logic is created with a scripting language but I wanted to avoid that because many of us storytellers are not programmers (and don’t want to become one). So our logic is created by using context-sensitive dropdown menus that auto-populate with the characters, regions and objects the GM adds to the scene. After adding them to the scene, they can be referred to in the conditions and actions of the triggers. You still have to carefully think through the logic of what you want to happen and it requires iteration to get things to work exactly how you imagine. But at least you never have to worry about syntax errors!

Through triggers, GM can cause almost anything to happen in a scene. GMs can choreograph the movement of NPCs, change their AI behaviors, change the environment, and branch the gameplay based upon the player’s actions.

Instead of "scripting" I assume what we have access to then is the trigger event system. It will depend on how "feature rich" the trigger system is.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I have no problem if the ammo magically replenish at the end of each run, but it would be nice if you could to run out of ammo during the run. Not a big problem but still...
I'm pretty sure they showed how much ammo was in the current magazine in the video. So you will have to reload you weapons, you'll just have unlimited mags is my guess.
 

Kem0sabe

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The only info mentioned (in detail) is here: http://harebrained-schemes.com/post/jordans-developer-diary-power-to-the-people/

The true power of our game editor is its event driven trigger system. A trigger is an action that only happens if all its conditions are met – in other words, classic IF/THEN logic. In many game editors, this kind of logic is created with a scripting language but I wanted to avoid that because many of us storytellers are not programmers (and don’t want to become one). So our logic is created by using context-sensitive dropdown menus that auto-populate with the characters, regions and objects the GM adds to the scene. After adding them to the scene, they can be referred to in the conditions and actions of the triggers. You still have to carefully think through the logic of what you want to happen and it requires iteration to get things to work exactly how you imagine. But at least you never have to worry about syntax errors!

Through triggers, GM can cause almost anything to happen in a scene. GMs can choreograph the movement of NPCs, change their AI behaviors, change the environment, and branch the gameplay based upon the player’s actions.

Instead of "scripting" I assume what we have access to then is the trigger event system. It will depend on how "feature rich" the trigger system is.

That's a different way to do things i guess. Still, i think it will be more user friendly than most crpg editor's and provide a motivation for people to start modding.

Can't wait to get my hands on this.
 

Alex

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They said there isn't going to be much differentiation between weapons. So you're not going to find some cool unique gun.

Really? That is weird, give how important gear is in the P&P game, and given how many gear sourcebooks they made (which, by the way, are quite good, I think).

Find "something worth selling" can easily be done with their system, it just needs to be intentionally placed by the designer. (snip...)

Maybe, but I would still prefer this kind of thing to be automatic. If the designer places all items by had, he is determining beforehand what kind of stuff can or can't happen in a mission, while letting you access a dead man's inventory opens up the possibility of having a less "on rails" game. The designer just sets up the situation, he doesn't make sure it will go this or that way.
 

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