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D___

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  1. Having ability to adjust font and especially font size sounds great. Also I'd prefer ability to do it from config file, rather then from within the game. Not sure about colors and portraits, but having some type of spacer between different characters lines sounds good.
  2. I totally agree, but having separate skill for weapon with bayonet? ... Maybe just making melee mode rather low damage, or damage depended on different stat then shooting mode can make balance things ?
  3. I think it would be good to make sure, that critical miss never happens(or at very list to be VERY special occasion) just by having sufficient training. Also, having something like weapon(especially with specific defensive enchantment) dropping in the middle of combat, in my experience in many cases leads to immediate party crumbling -> reload (which is really annoying, can ruin one-save mode game if you missed the moment by not being able to see lost small weapon on colorful background).
  4. That's so, ONLY if receiving crippling wound/disease is something that can be avoid by just repeating action with one or two successful re-roll, but if such state is result of lacking protection from certain ability/trait common to current dungeon, you have/able to adjust before going there (again)
  5. There might be a problem here: weight/space of additional arms(sword in this case) since firearms themselves(at least long ones) can be rather heavy(if we speak realistically of course).
  6. Since we already heard that firearms will have slow rate of fire, I think it will be appropriate to allow attaching to long ones bayonets(separately existent) effectively allowing to use them as spears(within separate training of course). My reasoning is simple: - if bow has higher firing speed(more attacks per same amount of time, NOT initiative), then with arrows granting some sort of save-or-something type of additional effect, firearms might become a nuisance in inventory(especially so if weight of arms and ammo itself will be realistic, which i am all for) - while it does provide user some versatility, while it does not make it universal super soldier (no defense bonus in close range, just ability to keep distance) - that is well known combo from history Yes, i understand that making this smooth is probably hard, as it requires switch in combat UI that allows going from reloading to melee, but, please, consider an option
  7. Actually, per system resources(points, whatever..) + long term statuses(for curses and large abnormalities - say lost limb) that can be cured only by some specific and costly means, sound like something that can give some tactical depth without crippling game-play(IMHO of-course!). Just as example: if character state is represented by 3 systems with level-triggered effects, that come and go immediately when amount of % change: - movement(muscle and bones) (<50% slowed, <30% accuracy of attack go down as well,<15% unable to move, <5% unable to perform ANY action) go down from damage: crushing damage, partially by slashing damage go down from using impulse-type physical special moves/abilities being affected by equipment overweight, excessive going without rest slow regen-over-time unless <5%(critical state) - circulation(blood circulation,breathing)(<60% hampers speech-related skills/abilities, <40% starts to take slow continuous damage-over-time, <20% continuous damage to mental system, 0% DEAD) go down from damage: piercing(regular), gases/atmospheric effect(when cannot breath),partial slashing,partial fire go down from using continuous-type physical special abilities (unnaturally fast movement,stealth) being affected by equipment overweight fast regen-over-time unless <40%(significant bleeding etc) - mental(both brain and all neural network)(<50% accuracy of attacks go down, <30% hampers speech-related and mental/spell-related skills/abilities, <15% unconscious, 0% DEAD ) go down from damage: electrical, direct magical(or mental), sound go down from using concentration-type(active searching, intimidation, taunt, mind control ) and spell abilities/skills being affected by excessive going without rest fast regen-over-time unless dead If one have to think which type of defenses/armor are most valuable in current party and per person, that will affect his strategy not only tactics. Also having to worry about longterm effect like level-drain or disease, that can affect interaction with NPCs or spread within party, will force people to balance party carefully(which i think is good thing). In my opinion its better then having per limb damage, since it would require enormous amount of pause-input for big party. Something like this also provides means to control difficulty by disabling/lowering some of levels.
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