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Wasteland Wasteland 2 Thread - Director's Cut

crawlkill

Kill all boxed game owners. Kill! Kill!
Joined
May 9, 2012
Messages
674
I haven't had anything like the experience Joystiq reports, I dunno.

I thought the weirdest review on there was the one saying you won't enjoy it if you haven't played Wasteland 1 and if you haven't you should go get it off Steam instead. in 2014. I think we can say with confidence that no one who didn't grow up playing games from that era who's retained their patience for that opaque era will ever finish Wasteland 1 ever again.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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Mar 10, 2003
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24,995
"Even at 1% they jam pretty frequently, about twice as often as the percentage indicates."

WOW. So.. a hole '2% compared to 1%'. DEEP.
 

cvv

Arcane
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Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
Hey guys, a question about Anna Hegedus.

So, I tried everything I could to save her, none of my skills worked and there was no cure that I could find, so I killed her.

Is that the only solution to that situation or was there something I could've done?
I've finished the entire prison area and there's nothing. I originally let her live and went looking for her husband but didn't find anything and when I came back she was dead. This miniquest is a bit weird, feels raw as fuck. Maybe that was the intent tho.
 

Owlish

Dumbfuck!
Dumbfuck Douchebag! Village Idiot Repressed Homosexual Possibly Retarded Edgy Shitposter
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Angela shoots the snake squeezin's salesman in cold blood. You can't even try to stop her. What a dumb bitch.
 

Curious_Tongue

Larpfest
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Codex 2012 Codex 2013 Serpent in the Staglands Codex USB, 2014
"Even at 1% they jam pretty frequently, about twice as often as the percentage indicates."

WOW. So.. a hole '2% compared to 1%'. DEEP.

If I were a paranormal researcher and found an individual who could consistently guess correctly with 51% accuracy on questions with a 50/50 chance of getting them correct, that would be extremely significant.
 

Toll

Novice
Joined
Dec 13, 2013
Messages
37
a 1% chance indicates a weapon should jam every 100 shots.

What I meant to say was it seems to be about once every 50 shots. Sorry about that.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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Still, even if true, it's not a big deal. And, you also got to take into account 'luck'.
 

Tigranes

Arcane
Joined
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Messages
10,354
Why is jamming such a big deal? WIthout it combat would be far, far too predictable.
 

Owlish

Dumbfuck!
Dumbfuck Douchebag! Village Idiot Repressed Homosexual Possibly Retarded Edgy Shitposter
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Why is jamming such a big deal? WIthout it combat would be far, far too predictable.
Maybe your weapons should have a % to explode too. Every couple of battles you gotta replace your rifles. That's fun.
 

Toll

Novice
Joined
Dec 13, 2013
Messages
37
I guess because weapon jamming is a simple RNG outcome, a lazy design choice with little imput from the player. The best you can do is use a weapon mod to reduce jamming, as far as we know. Character skill should come into it at least, the higher tier weapons should jam more often for an underskilled character. The lower tier weapons should have their jam rate drastically lowered with higher weapon skill. This would help balance out using a very powerful rifle or a simpler, less powerful rifle. It gives the player an interesting choice for combat.

It may even work that way.

The rational for this would be:
The higher your weapon skill, the more you know how the weapon works and how to maintain it. So out of combat it is assumed your character maintains their weapon better thus reducing its chance to jam in battle.

As a bonus to this system, weaponsmith skill can be used as a minor multiplier to enhance the weapon skill jam effect. A character with high weaponsmith can use an advanced rifle with low rifle skill with much less risk of the weapon jamming, an added perk for taking that skill..
 

Mastermind

Cognito Elite Material
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Bethestard
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Steve gets a Kidney but I don't even get a tag.
I've had an idea for an additional aiming mode that could be added via mods: heart shots, which are a type of shot that real-world world snipers might choose to use either when they're at extreme range, or when immediate incapacitation isn't critical.

It's basically just the concept of taking extra time to aim. To execute one, your character must spend one or more turns aiming. If they have at least enough AP left in a turn fire their weapon normally, and are in a single-fire weapon mode, they can press the "Heart Shot" button on their UI and select a target. This essentially begins the process of aiming (charging) a heart shot; mechanically, it consumes all your AP and starts tallying them. Once locked into a heart shot, the character cannot move or change targets without either canceling out of the heart shot or taking the shot. Subsequent turns may be spent adding more charge time (AP) to the heart shot by pressing the Heart Shot button again, adding that turn's AP to the tally. For every multiple of the amount of AP needed to fire the weapon normally consumed, the heart shot gains a charge, possibly reflected by a buff icon on the UI. Actually taking the heart shot also requires expending the standard AP cost of firing the weapon and confers no charges or bonuses.

With one charge, you'd get 2x crit rate and 2x crit damage; with two, you'd get 2.5x crit rate, 2.5x crit damage, and +5% to-hit; and with three charges, you'd get 3.0x crit rate, 3.0x crit damage, and +10% to-hit. Three charges is the max, though you could continue to hold the Heart Shot and waste subsequent turns/AP (to wait for a better opportunity, for example). Using a weapon that costs 6 AP to fire, three Heart Shot charges and taking the shot would require a total of 24 AP.

Of course, the fact that enemies usually tear across the map would mean you'd typically only want a single charge, or possibly two, but it still seems like a cool option to me.

If you hit but don't crit despite your heart shot charges, it means you hit the chest but not the heart or other vital organ.

While this takes time to explain properly, I'd think it would be fairly easy to both implement, and understand and utilize.

I had something similar in mind when designing a fallout style RPG, except instead of bonuses/turn the sniper would just have a very high chance of hitting from long distance and if hit kill the target outright.
 

Toll

Novice
Joined
Dec 13, 2013
Messages
37
Also I feel that enemies should not show their health/armour status, at least on higher difficulty, without a character with the Perception skill in range to assess it. The higher the perception skill the more detail you can get and the further the range. A character with a scoped rifle can spend 6 AP's targeting an enemy to get full detailed information at a good range. A character could instead be equipped with binoculars and do the same at further distance with reduced AP's. Weapon switching should, imo, cost an AP or 3 (quicker with higher coordination...).

This would add an interesting mechanic to the game.
 

Toll

Novice
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Dec 13, 2013
Messages
37
I do hope that we get modding tools that allow us to change game rules to the level I'm suggesting. That could be very useful.
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
It occurred to me earlier today that people were wondering why in the world Charisma would grant an XP bonus. (In addition, your Charisma guy will likely be the one with a dialog skill or two.)

Two things: In this game, level = Ranger rank. Before long, your leader will be a full rank above your other characters, and I suspect eventually two, three, or even more. Also, Charisma and related skills tend to diminish combat and utility usefulness somewhat. A few extra levels is a nice little boost, especially where HP are concerned.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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Plus, you can fanwank that charisma helps you gleam more info from more sources making it easier to 'learn' stuff. Yeah, it's not an ideal explaination but it it helps the 'gamey' aspect of it much like wisdom gave you more xp in PST. WL2 has no 'wisdomy' skill so it uses charisma since INT already has a huge effect on levelling up with the extra SP you get.
 
Joined
Jul 31, 2013
Messages
207
Location
Inside your mind
Why is jamming such a big deal? WIthout it combat would be far, far too predictable.

Agree.

Also, nobody considering that jammed weapon is a common sight after shooting all day long in an environment like the desert.

Sand got stuck in your rifle part, no oil, bullets not set properly inside the clip.

Man, I know this shit from the real life...

And it happens more that you would think...
And unjamming your weapon can takes more than a few seconds, we'll sometimes, depend on what happened.

Bottom line: jamming weapons are great feature.
 
Joined
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Yay_zps1afadafb.png

:excellent:
Now if only the quest here wasn't such a convoluted piece of shit.
 
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Lemming42

Arcane
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Nov 4, 2012
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6,806
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The Satellite Of Love
I took the quest from Mr. Manners to kill Tori, but then I just let her go. Is the quest just left hanging forever? There doesn't seem to be any way to tell Manners that I let her go.
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
I've got Twindians in my party. :lol:

8bfd2e205f.png


Bit annoying, really, although inspiring the word "Twindians" is adequate compensation. Their actual character models are subtly different, however.
 

mutonizer

Arcane
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Joined
Sep 4, 2014
Messages
1,041
Reloaded my LA save since couldn't be bothered to go through all that again with a new team and man...did they really need to deck out EVERY SINGLE enemy out there with top of power armor equivalent?
Bloody random raider scumbags are walking around as gods with frikkin 7 armor and wielding AP5 hand guns? Really?
I'm cool when it's on robot but if every moron I kill is decked out with 2000$+ worth of gear, I'd at least like to get a piece of that and not some random trash loot rayban...

Entire progression system is really fucked, which is a shame.
 

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