>>43453962 could do a Little Sister/Big Daddy combo, Little Sister handles the talking cause she can at least partially understand her Big Daddy's moods, even if it gets interpreted through her ADAM fueled hallucinations and childish perspective, of course not all Big Daddies need an interpreter, some of the ones with slightly more intact minds(Subject Delta, some of the other surviving prototypes, and some of the last run made before production halted) are perfectly capable of communicating, even if not vocally(instead using a mix of writing, morse code, and sign language as needed, and dependent on what the Big Daddy can recollect how to do)
Starting a new run on infinite, any suggestions for a fun build? Also, for the people that have it, is the dlc worth buying the season pass? I've already watched a playthrough of burial at sea the pick made me cringe
Six resistances? That's just excessive. Especially when clearly only two of those resistances are worth prioritising. Keep it simple, stupid. If you really must use this have Elemental and Physical resistances only and make it hard to improve them.
>>43457206 >>43459839 I agree, reducing resistances is probably for the best. Physical and Melee especially could be combined, since I'm not sure what exactly is left for physical when you remove Bullets and Melee. Personally I'd go even further and mix Bullet, Melee and Physical into one.
>>43459839 Well, there were at least five in the game. Each of the elements had a resistance to it, and there was gun resistance and melee resistance. Physical resistance wasn't really a thing in the games originally, but physical damage was separate from melee, which is the reason for the count.
>>43460456 >since I'm not sure what exactly is left for physical when you remove Bullets and Melee.
Plasmids and Thrown weapons were the idea. Having Insect Swarm and other things like it do either Bullet or Melee damage seemed silly.
Each of the elemental types should be Resistible, so I'll keep them as they are. What do folks think I should do with the rest then?
>>43463145 Piercing/Gun/Bullet damage had its own special resistance in games, found most notably in Leadhead Splicers, which was why I added it as it's own thing.
I do think I should probably just combine Melee and Physical into just Physical in the end, I'm still unsure if I should just roll bullets into it though. It feels thematic to have most guns do a different sort of damage from just punching a guy in the face.
>>43463707 I think you should only separate damage resistances out when it allows for meaningful decision making.
For example, having Bullets separate from other Physical attacks means you have to decide between stopping the more deadly ranged option, or the more common melee option. In this case, extra plasmids or other sources of physical damage are mostly a bonus to make Physical resistance more worthwhile. The two work as a good pair to have players choose between prioritizing.
Compare that to Fire/Cold/Shock. Those will only really come into play against certain Plasmids or Environmental hazards, which are vastly more subject to the GMs whims. Thus, you wouldnt really see players prioritize this over Bullet/Physical damage, as it will almost always be less common. This makes them more secondary.
Using this, you can set it up where Bullet and physical are the main Two resistances, with the elemental ones being more of a side thing that's easy to overlap with one of the main two. Armor that gives 2 Physical and 1 cold resistance, as an example.
Explosive resistance should just be a yes/no quality on heavier armor, which may have other benefits of its own.
>>43463894 So keeping Bullets and Physical apart from each other on the resistance scale is fine as long as enemies have proper means to overcome both, never making it a good idea to focus on just one?
>>43464277 This was the general plan, so nice to know I was on the right track.
Basic Enemies would likely be more along the lines of Fall of Rapture splicers, having both melee and ranged options in a single sitting, with a common level Plasmid or two thrown in to diversify. But their power would be pretty ground level in line with or below players own abilities.
Specialist type enemies would probably be stronger on their focus so that diverse Resistances are less reliable mitigations. An Electro Splicer should be making players wish they had Electric Skin on even with a good Physical or Bullet resistance.
>>43466091 I really REALLY ruminated hard on this one. Bolt breakage chance was my favorite thing about using the Crossbow, but I couldn't really see to it fitting the PnP due to how Ammo is handled on a per fight basis instead of a per shot basis.
>>43466319 Maybe have that be a more 'action' ruleset for keeping track of ammo to give an easy way for groups who don't like to micromanage, and then a survivalist option for those who want to be scrounging and making sure every shot counts?
>>43466405 The per battle ammo count was intended to be the scrounger system actually. Only getting a 1 or 2 bullets from fallen enemies, if even, was suppose to make fights playable, but make you consider if it's a good idea to use a firearm to begin with. You're not going to have very much ammo generally without finding a ton of cash to use an Ammo Bandito, and then it might be better to save that for buying gear, weapon upgrades or healing items instead.
That said, I will add it to the list of post alpha ideas. I can respect folks wanting to count every bullet for maximum grittyness.
>>43467600 It depends on how much ammo they get in the wild. Machine Gun ammo from an Ammo Bandito is going to be roughly 1 fight's worth for $15/$12, so it's going to be fairly hard to keep enough to go apeshit with one type of ammo every fight.
But it's also an issue of character Actions/turn, weapon Fire Rate, and weapon's current shots remaining before reload is needed.
I doubt it will be as easy as it seems at a glance, but even if it is at first, that's what playtesting is for, right?
>>43471661 That could work, but personally I think the easiest way is to just track individual rounds that you have. Yes it's annoying sometimes but anything more abstract will cause problems in my opinion. People will try to game the system, or you'll have people who go into fights with half-loaded weapons because they want to fire every last shot to get maximum worth out of it.
There's really no way to cheat or exploit if you're counting all the ammo and it also rewards players for being clever and using less ammo. Finishing a fight firing only a few shots rather than knowing you'll be equally well off firing the whole magazine.
>>43471661 Personally, I think tracking your ammo should be bullets in the clip/total bullets, with the clip only determining the amount of bullets the gun can store It might end up a bit heavy on ammo management, but it would be more accurate
Hmm... Perhaps I should post the whole of gun play rules as they are currently so folks know what to expect going into the system. There's a lot of details that makes tracking individual shots a bit of an excessive when measured against the system imo.
>>43472809 Well, to use the revolver as an example, you'll fire 6 shots before you have to reload. That means that you're counting bullets anyway to know when to reload, but at the end of the fight it doesn't matter how many you fired, since you just use 1 box.
That leads to weird parts where you fired two dozen shots in a particularly drawn out battle but somehow only used one box, or segments where you only fired 3 bullets and mostly relied on plasmids, yet still used effectively the same number.
It's particularly noticeable for a revolver, since a revolver uses single bullets rather than a clip or anything.
I'm not usually one to argue for extra book-keeping, but the system you've laid out seems odd to me.
It sounds easier on paper but it seems like it would be a needless complication in practice. We're already counting ammo so what's the point in adding an abstraction on top of it if we already have to count our shots?
>>43473104 >That leads to weird parts where you fired two dozen shots in a particularly drawn out battle but somehow only used one box
The proposed change in >>43471661 would actually track each time you reload against your box count though.
>>43473675 The intent was risk vs reward. You see here in the Tommy Gun that some weapons may never even fire off a whole clip in a fight. While some folks are concerned that counting it per box makes it easier, it's actually the opposite. You'll always be hunting down more ammo stacks because even a firing a few shots is draining to supplies.
I dunno, I felt the grit to this method to be much more of an interesting approach, but if everyone would rather count each shot as the contents of an ammo pool, I'm willing to change it.
>>43474074 I suppose can see how it might be a bit of an ambitious concept.
Well, I can do one of two things in the end that really work...
1) Have Ammo Count be a per rounds fired value instead, to make the abstraction of ammo work better overall, since you're now counting the rounds you're shooting before reloading instead leaving total shots fired a bit more open. Ammo stock only be reduced if you reload instead. The Tommy Gun might be 4 rounds before reload, for instance, so firing for 2 rounds in one fight would not force you to deduct ammo from your cache until you fire for 2 more rounds/choose to reload. Less book keeping, but a bit grittier in the end.
2) Count by shots and let folks manage ammo on a more realistic level, but not allow folks to reload a weapon until it's clip runs out. More book keeping, but a bit easier to manage from shot to shot.
>>43474955 Maybe have a 'cinematic' mode where you have the ammo box system where its deducted after each fight, but you ignore reloading entirely. Basically makes it so that while gathering ammo is a concern, you don't have to keep track of the individual bullets.
>>43475702 Personally, I like the idea of keeping track individually, but that's just because of how focused Bioshock was on the survivalist aspect sometimes. It's the sort of system that can make players fret and worry about every bullet they fire.
Having a separate option like >>43475235 suggested for Ammo being more plentiful could give an option for those who want larger more dynamic gunfights without having to worry about wasting ammo during a fight.
Overall, this seems like the sort of thing to set up a strawpoll for or look to other systems for ideas on how to do it.
>>43478096 Well, it's on a per die rate more than a per attack rate. Most folks will roll 6 or more dice out the gate, so some misses are bound to be in there more often than not.
Plus, I kind of like it that way. It rewards accuracy by letting you finish a fight in less shots. Nothing quite beats the feeling of nailing the perfect headshot on a splicer and saving your ammo after all.
>>43476432 Encounter ammo and round reloading it is! I'll get to work adjusting things, post some previews for folks in a bit.
>>43480545 No real name is known, but it was a mason's quarter to house various firms that serviced Rapture during it's construction. To this, I have to wonder if the Pink Pearl was named as such before it became the red light district. If so, that's just lewd...
Always a good idea to take out a life insurance policy in Rapture...
>>43487425 Spectacular in 2, not so much in 1 until you could get Prox mines in enough quantity. But even then it was only for Arcadia/Farmers Market. Electric Gel's the easier route afterwards I found.
>>43488045 I think it would work better if it was a 1 use automatic-stabilization instead. Not enough to get you back in the fight, but enough to let you eventually recover if you would ordinarily just die.
>>43503894 Smoothly enough. I'd say about... 57% ready? Maybe more? There are a few little things here and there that needed refined before I could put everything back to the grind stone, but we should be good for now.
I'm not going to give a tame frame of "when it will be finished", but I'm trying hard to make sure everything looks good before I put it to paper for a full testing, so as long as I've got ideas coming and fingers typing, shouldn't bee too much longer before it's ready. Hope you don't mind sticking with me for a bit till then.
>>43506891 I could only see people I know playing something like this for one game, since if left to their own devices they would exclusively play Pathfinder game after game, year after year. Given the one chance, I feel it would only work if Rapture was used.
Hmm... you know, for all their toughness you never really see a Big Daddy do anything besides their appointed role. Subject Delta is the obvious exception, but what I'm thinking is that what if you used the methods of making them but reconfigured into making ones more suited for warfare?
Imagine if you will a more upright model Big Daddy, covered in thick, overlapping steel armor mounted over the diving suit. Armed with an M2 Browning or something, and just sort of stomping forward in relentless fury
As for outside of their role, you see them wandering about fixing the city up.
As for other roles, Big Daddy private security/bodyguards? Big Daddy looting services, sending them into flooded or sunken parts of the city to collect valuables or whatever, even bodies for proper return and burial.
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.
If a post contains personal/copyrighted/illegal content you can contact me at email@example.com with that post and thread number and it will be removed as soon as possible.