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Topic: SS2 Super QBRs Read 1333 times  

679a867394176ZylonBane

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System Shock 2 Super QBRs
30 May 2024
by ZylonBane

- Requires SS2 NewDark patch v2.48 or higher.
- Compatible with main campaign only. Single-player only.
- Cannot be activated mid-game. Can be deactivated mid-game.

This mod enhances QBRs to work across decks and bulkheads. When you die in the Von Braun or the Rickenbacker, if there isn't an active QBR in the current level, you will be resurrected at the closest active QBR.

Two versions of the mod are provided:
  • Super QBRs resurrects you at an active QBR on the current deck only. This retains the dynamic of having to make each deck "safe" by finding and activating the QBR. Since many of the Von Braun's decks were initially developed as a single large map before being split up into multiple sub-maps, this version is arguably closest to Irrational's original intent. Note that the Rickenbacker levels are all separate decks.
  • Super Duper QBRs allows the search for an active QBR to extend beyond the current deck, prioritizing the decks closest to the one where you died. E.g., if you die on Rec deck and there are active QBRs on Med/Sci and Engineering, you'll be resurrected on Med/Sci. When active QBRs are present on equally distant decks, the lower deck will have priority.

https://www.youtube.com/watch?v=7ISbnWzcce0
Acknowledged by 2 members: Chandlermaki, hemebond
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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.
« Last Edit: 01. June 2024, 03:02:12 by Join2 »

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