°DMLSarge's Gameplay ExperimentsRecently, while playing around in the editor and working on the Randomiser, I have also thought of some interesting gameplay twists (or mutators, of sorts), as a way to experiment with game design and see how various changes could positively or negatively affect the game.
After trying out some things, I thought a few of them were interesting concepts, so I decided to release them here for commentary, to see if anyone finds them interesting. I don't consider any of these complete or substantive enough to warrant being a full mod. These are here to pique interest and gather feedback for potentially larger-scale modifications.
I don't really recommend these for a serious playthrough, especially not all at once. I believe there is some potential in these ideas, however I have not really adequately done the work necessary to ensure they don't break balance or upset the game too much. If you want an interesting twist on SS2, maybe give these a try, but for super-serious playthroughs, I don't think you'll have a good time.
The Experiments are as follows:
Standard Ammo As StandardThis replaces ALL special bullet types found in the game world with standard bullets. So AP rounds become regular rounds, etc. You can still buy special ammo at replicators. This was done because I feel that Standard weapons are far too ubiquitous and generally useful overall, compared to the other weapon classes. They have the largest overall advantage in that they can attack every enemy type and have no weaknesses thanks to special ammo, but I felt that it's too readily available in-game to really give Standard any real downsides. Now, you can still get the same utility from Standard weapons, but it will cost you. The other weapon classes get their utility for free - Energy vs bots, Annelid vs organics etc - but don't have the same level of utility.
This comes in two versions. The normal version replaces all special ammo with standard ammo. The 50% variant replaces 50% of the special ammo with standard ammo. Replicators are unaffected in both versions.Currently, Shotgun ammo is NOT affected, only bullets. Shotgun ammo is quite well balanced already in my opinion.
I am actually quite happy with this and I feel it's a rather good nerf to standard weapons, however I feel this approach is a little heavy-handed. I am very interested in feedback.
Potential Ideas/Improvements:
- Also affect Shotgun ammo
- Replace bullets by a dice roll, rather than simply replacing all of them.
Software Requires CYBIn the vanilla game, Software essentially exists to provide some level of progression to all players - as they progress in the game, their ability to perform tech skills increases as they find software. However, the implementation is very poor. Hacking tends to get harder as the game progresses, so the progression from the sofware cancels out. All of the software can be found pretty easily by all players, and while it is available in some replicators, there's no point in buying it since it's expensive and an equivalent version will usually turn up pretty quickly for free.
At the same time, CYB is a particularly boring statistic. While it's generally useful, there's very little tradeoff or intelligence around picking it. It's the skill you take when Hacking/Repairing/Modify gets too hard/tedious, there's no other real strategy or decision making around it. It's also quite opaque - players will usually not see an immediate, tangible benefit to choosing CYB compared to, say, Strength, since they will immediately see their inventory expand and instantly do more damage. A comparable percentage bonus in a minigame doesn't really seem like much in comparison.
As a way to mitigate this, I decided to make CYB more useful by tying Software usage to it. All V1 software now requires 2 CYB, all V2 requires 4 CYB and V3 requires 6 CYB.
I am not sure how I feel about this solution overall. It sort of seems like CYB is now "double dipping" - for example, you will get the hacking bonus from CYB directly, plus the hacking bonus from being able to actually install the hacking software.
Implants Require CYBI am MUCH more happy with this one than the previous one. I very much like making CYB more useful by making it a more active choice - your ability to use implants depends heavily on your Cyber investment, which means taking it over other stats (especially early game!) is super important. Want to use that BrawnBoost? Might have to take a point of CYB over Agi.
With this mod, BrawnBoost requires 2 CYB, SwiftBoost requires 3, EndurBoost requires 3, LabAssistant requires 4, ExperTech requires 4, PsiBooster requires 4. In case someone decides to add RunFast into the game, it also requires 3.
I am quite happy with how this minimod has turned out. I like that CYB is a far more active skill now, and actual important build decisions can now rely heavily on CYB investment, whereas previously it was a very underwhelming skill that usually didn't affect builds all that much.
Potential Ideas/Improvements:
- Add an implant that requires only 2 CYB but temporarily raises CYB by 2 while equipped. This would make the Cybernetically Enhanced upgrade more interesting, essentially allowing you to use implants you normally couldn't use without investing into CYB, at the cost of your second implant slot.
Security OverhaulI don't like the way you can simply destroy cameras in order to bypass the threat they pose, so I made this module to encourage players to avoid them instead. For each camera you destroy, more enemies will patrol the area and hunt you down - if you wish to keep Xerxes in the dark, you will need to remain sneaky and avoid detection as much as possible.
Security Overhaul - Alternate VersionThis is a different take on security mechanics. Cameras are now armoured and damage resistant. Wrench swings, standard bullets, even frag grenades won't be able to damage them. In order to take down cameras, you will need to use armor piercing rounds, EMP, laser pistol overcharge, or heavy weapons. This may be overtuned, but the numbers are easy enough to tweak. This is designed to emphasise that permanently removing cameras will impose a
resource cost, and reinforces hacking as a
cheap but temporary solution to bypassing cameras that won't simply let you destroy them with impunity.
I am VERY interested in hearing people's thoughts on these once they have had a chance to play them. I feel there is a lot of potential in some of these ideas, and would very much like to develop them further.
You can discuss this mod, provide feedback, and talk about my other mods
here