Posted by: Join2
« on: 31. May 2024, 06:07:16 »Nice. Both increases and decreases the consequences for death.
Decrease: Keep all your loot and world interaction progress, including scripted placement non-respawning enemy kills.
Increase: Have to backtrack a greater distance back to where you were, to which you will meet respawned enemies along the way. Also, nanite penalty from using the QBR as well as spawning with low health, as opposed to just hitting quickload or loading the autosave and getting your health back.
Will probably grab this on my next run and abandon the save system altogether, except for when exiting the game of course. Will likely result in a more resource-intensive game. At least that is my prediction. Depends how the enemy spawning plays out, which...well those scripts weren't running while you are on other decks, but the end result should be great nonetheless. An extra enemy or two on average on the way back to the elevator perhaps, depending on location. Though...the need to clear areas of resources is gone when going back to decks this way, so most enemies could probably be ran past no problem, unless we're talking suicide droids or midwife anyway.
In combination with something brutal like Secmod impossible difficulty this surely will not even be viable at all. Save scumming will take precedence I guarantee it. Still, cool mod.
Decrease: Keep all your loot and world interaction progress, including scripted placement non-respawning enemy kills.
Increase: Have to backtrack a greater distance back to where you were, to which you will meet respawned enemies along the way. Also, nanite penalty from using the QBR as well as spawning with low health, as opposed to just hitting quickload or loading the autosave and getting your health back.
Will probably grab this on my next run and abandon the save system altogether, except for when exiting the game of course. Will likely result in a more resource-intensive game. At least that is my prediction. Depends how the enemy spawning plays out, which...well those scripts weren't running while you are on other decks, but the end result should be great nonetheless. An extra enemy or two on average on the way back to the elevator perhaps, depending on location. Though...the need to clear areas of resources is gone when going back to decks this way, so most enemies could probably be ran past no problem, unless we're talking suicide droids or midwife anyway.
In combination with something brutal like Secmod impossible difficulty this surely will not even be viable at all. Save scumming will take precedence I guarantee it. Still, cool mod.