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Found 2 results

  1. Bottom line, there isn't enough gear to find or buy in this game. On my first play through I went spoiler and wiki free to experience the game and the primary thing that stuck out to me was the lack of weapon variety. I cringed a bit inside when I saw "mk2" and "gold" or "ultra" tacked on the end of the same gun I already had with it's only improvement being an increased item level. I held out until the end hoping there would be endgame gear but... As it sits 2 assault rifles, 2 pistols, 2 revolvers, 2 plasma rifles, 1 bolt action rifle, 1 semi auto rifle, 1 light machinegun, 1 heavy machinegun, 1 grenade launcher, 1 plasma caster, 1 electric heavy gun With most not being a direct upgrade but a different play style of damage and magazine size. Wasting a lot of money tinkering to the same level as an "ultra," a gun you've been carrying from the starter area will do the same damage. Rare variants are same model same texture too. A quick, partial fix would be new gun models for the second tier of weapons, but even that doesn't address the massive dead zones where you don't upgrade or swap out your gear if you aren't specced for tinkering. The game at it's current size and number of planets could easily fit 5+ different guns per type. We expected something more like New Vegas's gun runners arsenal. Even the F- of a game that is anthem has pallet swap custom textures and custom effects on their same model diceroll abilities weapons. Narratively I can see why you're trying to get away with all the corporations using the same armor and weapon models, but it doesn't mesh with the established corporate rivalries. Spacers choice wearing top of the line aramid ballistics heavy armor in a backwater? Immersion breaking. There should be more armor variants that aren't just paint jobs. The deadzones of upgrading mean gear you found 10 minutes into your playthrough will be on your character at lv15+ the current weapons/armor table makes the game seem very empty when your inventory regardless of planet/region gets filled up with the same low sell price gear dropped by the same enemy types.
  2. This intends to provide a streamlined mechanic to make magic items useable throughout the game within pre-decided boundaries (also, a money sink). The short version: Every magic weapon can be attuned to a character's soul (PC's or NPC's) for a fee, which unlocks the ability of the weapon to increase its usefulness over time, only for that specific PC/NPC. Increase of usefulness happens over time from use. Tiered, as to spread the cost and rewards of the attunement over the duration of the game. Costly, to make the item feel more special. Also, very important, increases usability of weaker items more than it does for stronger items. And longer version: Every magical weapon could be attuned to the soul of one person. A very specific process, it needs to be done by a master. It is costly. Attunement of higher quality items is more difficult and requires more gold. Attunement does not degrade over time. Further attunements are possible. How it works (Using DnD-like numbering): A very cool (likely unique, but not necessarily) Cool Sword +1 is attuned to the PC for a fee. The sword has the same damage as it did before the attunement: let's say 3 to 6. However, over time, with use, the sword's basic damage increases to 3.1 to 6.1 (only when being used by the PC). Then, after more use: 3.2 to 6.2. And so on until it goes through 3.9-6.9 to 4.0-7.0 basic damage. It turns into Cool Sword +1 +1 for the PC through the attunement. Let's say that the highest enchantment for the game is +6. Each individual weapon can be given specific maximum values for the total achievable attunement. The Cool Sword +1 could get attuned to up to 4.0-7.0, attuned again to max of 5.0-8.0 and so on for four attunements when the total is equal to Cool Sword +5. A NotSoCool Sword +1 might be allowed five attunements to become NotSoCool Sword +6. Another UniqueButQuiteAverage Dagger +4 could be attuned two times to a max of the equivalence of UniqueButQuiteAverage Dagger +5.5. If an items is found as UberCool DreiHander +5, then for a huge pile of gold it could be attuned so that it would take ages to get to +5.1. Maximum from the first attunement could be only +5.2. And another very expensive attunement could be possible for a maximum of +5.3. And no more. An item's utility could counterweight the maximum allowed attunement. This could be just one streamlined mechanic to make a unique item continually usable. Forging items like in BG2 could be another present system: anything forge-able cannot be attuned (recipes, this should probably be for the "best" items, done by a master blacksmith). Item upgrades by crafting (recipes, done by PC) is yet another. Also, the items do not sell for more after attunement - they are only more useful to the person they are attuned to and nobody else. They are exactly the same as in the beginning, with just one more effect "+x basic damage while used by ..." Also, they could be attuned to a second adventurer, losing their current attunement and starting from beginning with the new person. What do you think? How does this stack against or alongside the other upgrade systems?
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