Home » MODDING HQ 1.13 » v1.13 Coding Talk » Create Cyborg IMP(half robot,half human)
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Re: Create Cyborg IMP(half robot,half human)[message #326695]
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Thu, 17 October 2013 19:22
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Buggler |
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Messages:211
Registered:November 2009 |
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The bears are
- asking how does the cyborg feature enhances gameplay?
- offering suggestions on how to balance the cyborg feature &
- why it may not be such a good idea. (ubBodyType = ROBOTNOWEAPON)
From description, it seems that it is an 'enhanced' IMP who does not talk. Basically a robot-equivalent shield that's cheap, replaceable and does a lot more things.
With little game balancing mechanisms to counteract its advantages, the bears do not see the benefits of having such a feature, besides the obvious (making the game easier) and it's debilitating fun factor.
To balance it, you could:
- make a 1-time only metal/meat shield even with 7 IMP setting.
- no growth, very low approach values except threaten.
- very slow energy depletion with no way of recharging in a backward country like Arulco. Does not affect AP until critical energy levels. Maybe Madlab can partially restore its energy once.
(A simpler solution would be make it a 'INI-coded' damage-resistant, devolve merc with 'INI-coded' wisdom and marksmanship, no traits, lower distributable skill points. Saving potential problems with Robot bodytype)
As such, it could serve as a game balance for the tough initial game stages/or a short-term solution when the going gets tough if player wishes so.
Even suggesting the above seems like a request too much to ask for.
We are all chipping in to make your feature potentially better.
Recent example of a thoroughly thought through, probably thoroughly tested (TTTTT) mobile-militia feature. Think Moa is still in the midst of refining it before initial commit. I like more of his work on game performance though, and in general his fixes on not-much-loved but potentially very useful features.)
Why not first test run those untested features you have listed?
If you envision some great stuff for the cyborg feature but not able to put in the time to code now, why not bring them out to discuss like what you done so with the initial feature?
The critics may turn out to be your best supporters.
P.S. I made an effort to write proper English as it's not your first language and there's still bound to be some lost in translation on both ways.
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Sergeant 1st Class
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Re: Create Cyborg IMP(half robot,half human)[message #326706]
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Thu, 17 October 2013 22:15
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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I guess the problem some people have with this, alongside potential exploits/non-balance, is that this does not 'fit' into standard 1.13 thematically. There are no fixed guidelines on what does and what does not go into the trunk, it's very... informal. Some of the more wacky stuff is only kept because, well, it already was in (creatures etc.).
Of course, that's a lot of tough talk from the guy who got convinced to add his zombies into 1.13, so I might not be the best person to tell you that
It might, however, be a good idea to compile an exe (perhaps in your own branch?) where you can go wild with that stuff without upsetting anyone until its done.
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Re: Create Cyborg IMP(half robot,half human)[message #326874]
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Sun, 20 October 2013 05:36
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Lokadamus |
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Messages:16
Registered:July 2006 Location: Germany |
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FlugenteI guess the problem some people have with this, alongside potential exploits/non-balance, is that this does not 'fit' into standard 1.13 thematically. When i will play with something like a cyborg, i make an imp with aggressive, psychopathic, night ops, athletics and bodybuilding. Other things like hand to hand and athletics can make a fast running, deadly thing.
At this point i can't see a win with a cyborg.
So a mod to make a merc to a cyborg will be nice (like Shadowrun), but this should cost many money and is only avaible after found the Doc with robot and the hospital in the middle is free. And we need batteries and other things like x-ray to make a good cyborg.DepressivesBrotI still don't really get it. Was all-IMP-blitzing through Arulco too difficult so we can now do it without pesky things like sleep and getting tired? My mercs sleeping in car, so only one getting tired, rest are ready, when they came to a sector.
[Updated on: Sun, 20 October 2013 10:47] by Moderator Report message to a moderator
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