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Software Requires CYB
Standard Ammo As Standard
This is genious idea, software always bothered me, it always seemed like redundant gameplay element to me - now it will all tie much more nicely together, brilliant idea.
Sceptical about this at very first glimpse when just focusing about thinking how it would take away a beloved gameplay element & a bit of diversity (being able to chose ammo-types always seemed to me pretty unique & immersive), wheras in reality gameplay-wise this seems to turn out to be actually brilliant. Standard weapons are really really extremely overpowerd. Now enemy-type specific weapons (emp, prolifirator, worm launcher, laser, etc.) will shine & stand out much more & finally fill out their niches/roles nicely.i would say do the same for shotgun & also replicators as well, to be consequential.
Or better: just enable the red anti-personnel ammo for shotguns (but slightly nerf it down) to still emulate enough man-stopping power of shotguns irl (no more standard shotgun ammo). So you have still both options and diversity (standard & anti-personnel) in early game.
Alas those mods (cyb & software) don't seem to work for me despite i've deactivated all the other ones + started new game.
This is great, it's nice having software module in inventory for the first time; and it gives us more to fumble around with :3 looks like giant usb-stick, it even has description text... this should be part of scp for example imo (i know, no gameplay-altering mechanics in scp, but anyways..)It feels absolutely like it was always meant to be this way & the original developers would have done if they had more time at their hands. I even consider it as bug fixing or feature update.
cameras are at their most fun when you're being stealthy and playing the avoidance game [but] I don't entirely like this idea or it's implementation, I feel like there's probably still a better approach to this problem
- In response to the reduction in automated security, Xerxes responds by increasing the amount of enemies patrolling the area, in order to replace his automated scanning capabilities. In gameplay terms, this means you will see more enemies spawning the more cameras you destroy...
I just had a 'debate' with ZylonBane in the Alarming Cameras mod thread about this, so maybe i could give my two cents here, instead of spamming that thread.First, we should identify correctly what is the real problem here: it is not being able to shoot cameras, but that shooting cameras is too easy and the optimal way to play, and that shooting everything is basically the best way to deal with things because its permanent. This makes the marine approach to the game easier, especially at the early levels when you don't have enough cybermodules to hybridize yet. Hacking is practically never taken because of cameras, but only because of turrets/security crates.The second thing that is important to realize, and that i think many mods get wrong, is that cameras+alarms are an alternative to normal enemies. What i mean by this is that they should be balanced against them, and specifically they should not be strengthened to the point they dominate the gameplay. Dealing with cameras should be about as difficult as dealing with normal enemies, and there should be multiple ways to do so.For the above reasons, i strongly prefer the Alarming Cameras mod over the Hard Security Mode minimod. Specifically, requiring hacking of cameras individually is too cumbersome, expensive, and makes hacking practically a requirement. In the Alarming Cameras mod there are 3 ways to prevent the alarm that starts on their destruction - hacking a security computer, using a previously useless lvl 1 psi power, or using stasis field (this part is now in SCP too i think).So, the philosophy of that mod is that you can still shoot cameras, but now require skill use before that, which costs cybermodules, and balances the different specializations, since now every one of them will have a weak spot. The only weakness of this approach is that it is just a skillcheck, and once you are in later levels, it will not have much impact.So, i think tiphares4 got it right that your approach alone is either too week or too brutal, and should instead be combined with the previous mods approaches, only i would advise to avoid making them too difficult by requiring camera hacking like Hard Security Mod does.Specifically, i agree that (safely) destroying a camera should increase the general level of alertness of enemies, represented by additional spawns. But i don't think one generic spawn per camera, or even worse replacing alarms is the right balance. Instead, you should just replace the camera with one _very slowly respawning_ protocol bot (or similar easy but potentially dangerous enemy appropriate to level) patrolling near the place where the camera was, if this is possible. Or even just standing there as a guard.What this will do, in combination with the Alarming Cameras approach, is replacing having to hack/psi/stasis/sneak every time with only doing it once, but then having to shoot/stun 'mobile camera' every time you go through that corridor. And that i think is not only well balanced, but also very realistic and thematic.In fact, by a couple of changes this could be improved further. The psi skill which allows you to shoot a camera in the Alarming Cameras mod should be modified to have 3 functionalities: 1. it should temporarily suppress a camera (or all cameras), allowing it to be used repeatedly without destroying cameras.2. it should allow shooting them without alarm (like now), allowing it to destroy cameras permanently, but now with a downside.3. it should shorten remaining alarm duration (like in vanilla game, but perhaps stronger), allowing to survive a mistake without reloading. This would make it equivalent to hacking, but only for cameras (not turrets), and with much shorter durations, requiring more frequent usage of the psi power. This goes in line with other psi abilities, and even has an intuitive explanation - the power doesn't disable cameras, but makes the security 'observer' not notice for a while.Then adding the requirement to hack a security computer to disable alarm, and to start alarm on failed hack instead of breaking the computer (as in Hard Security Mod), would make dealing with alarms a bit more difficult and interesting, making it less of an all or nothing scenario leading to instant reload.The only problem with this change was pointed by RoSoDude in the Alarming Cameras thread, that this would motivate the marine to simply reload the game if the alarm is triggered, since they would have no way to turn it off. I honestly don't know how to solve this, since there is no way to disable alarm with weapons.What do you guys think?
Extra camera health seems like a good idea to try out. Perhaps an extra step just for certain locations only, would be special cameras that either a) can only be destroyed via explosives, or b) are greatly resistant to non-explosive damage, so it'd take a lot of non-explosive ammo to knock them out. You'd need to make those types of rare cameras visually distinct though, like a simple colour change. A different, "bulkier" camera model would be ideal, but that's a lot harder & way, way, way out of scope for a mini-mod like this, colour changes would have to suffice.
I imagine this would be out of scope, but if destroying cameras increased random spawn frequency
This is exactly what the mod does.When you destroy a camera (hacked or not), it's linked alarm ecology has it's spawn timer set to something reasonable, and it's then set as a normal ecology, so it can spawn at regular intervals irrespective of the alarm status.Technically both the frequency and total number of spawns is increased, because each ecology spawns independently up to it's limit, to the point where the spawns will eventually be much higher than vanilla (medsci1 only has 1 normal ecology. It has numerous alarm ecologies)
What happened to the restrictive saving mod?