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Kashnar82

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  1. So I keep having this idea for questing that comes up after you have done like 10 or so missions and it starts wrapping around to the same poi's. The present RNG system Uses a tyle system to say what can and can not go there in terms of size (tiers) and density (rural/urban). For anyone that pays attention the reset from the quest marker is already rather noticeable, why not make it fully reset the poi and roll a new one that matches that tile setting. This way it give a little more variety to the player and even more so let the fun Pimps show of more of there level designers hard work. Of course a completely different option and most likely easier to to get a story element in the game that can also be on RNG that allows the player to move to a new map with all there levels and gear in tact. they would have to leave there stash and defense behind but the reward is a new world to explore and a degree of building up again so you can make those tweaks to your house or defensive design. Two things you could get to encourage this is one you would spawn on the hele pad of a random trader, for me preferably in pine or less likely dessert. and some sort of over level bonus Like maybe a remap only skill such as "Experienced Merc" that just give strait up % bonuses to all the important stuff: loot, resource, xp, rewards. I know there are skills that do that already but this would be on top of them and I have to admit I'm sort on ideas for what would make a good here is a bonus for giving up your home beyond you having everything you threw into your inventory.
  2. So If I understand correctly you would no longer have mod slots tied to gear quality (1-6), Rather it would be tied to the Tier of gear: T1: Pipe--2 slots, T2First Tier Mechanical Guns 3 slots, T3 High Grade Guns 4 slots. I see that getting a lot of kick back when shown on paper like the Jars did, but playing out more naturally then it does now like what the crafting books have gone a long way towards doing that. P.s the Handguns have a lot of items so what tier is the magnum and the vulture btw?
  3. So, after playing for a while with several restarts for various reasons most of them being I tend to switch to one life to Live after the "Protection" drops off at lvl 6. I would like to say the new system does a surprisingly good job of making progression seem more personal and getting you to emotionally invest into your build. However I have just one problem with the system witch can be best put as, to me, Mod's are more valuable then tiers. In other words there is no way I would trade a rank 5 leather set for a rank 1-4 military set unless I have been very unlucky with my mods and don't have enough to fill the slots. The one Idea/suggestion I have would perhaps replace the lower grades with mod unlocks and have the tail end of crafting skill give the equipment its self. I will admit I can only really come up with the setup for armor: tier 1 would still be 1-5 armor but Tier 2 would be like: Bandler/Headlamp, Cooling/Heating Mesh, Impact boots/Custom fittings/Muffled Connecters , Leather/Iron armor rank 5. Tier 3 would be: Water purifier, Armor Pocket 1/Adv Muffled Connecters, AP 2/Adv custom fittings AP 3, Military and Steel Armor. This of course Just being a rough draft and not necessarily the exact order I would want to see it. Of course there are a whole slew of mods for melee and ranged weapons but There is a lot of overlap so I see a problem with either A you end up still having to get unused skills to get everything or B some of the mods would have to overlap in were they are crafted.
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