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It's almost as if the thread title is mocking you for holding such a silly opinion.
Nobody is confused.
partly because I had (foolishly, I guess) opted for the Repair skill in the beginning and it seemed appealing. I used it in the way I expect most would -- recycling resources that weren't useful for my build (psi hypos, ammo for weapons I wasn't using, etc),
Exactly, that's the point of the recycler. It's a clever way to implement a "pawn shop" in a futuristic setting and give all the junk you collect some use regardless of playstyle. That's why I'm not sold on the recycler grenades being a good replacement, since it's not so much pawn shopping as it is turning everything in a room into money using a limited resource. Sure it can be used to recycle useless ammo or supplies too, but it is far less convenient in that regard than the recycler.
@Marvin: Can you seriously say that the long research times for some items adds anything of value to the game? Or having to backtrack and keep throwing and picking up items? The idea behind the mechanic itself is alright but the implementation for it is fairly poor.
consume item upon frob? probably doable for most items via scripts, but chemicals smell like trouble, as research is probably handled differently than soda and chips.
I don't mind the research system but you can imagine it being streamlined without losing much by losing the chemicals and having different laboratories you have to visit to conduct research, Cryobiology, Nanofluidics, etc, for a new game.During beta stages Bioshock had a research machine that you had to find and develop photos at for cash in order to get your research rewards, not a bad idea since at that point stations were more rare, hackable, and could sometimes be unpowered and become powered only with rare fuses, making the task of performing your research a real task you could undertake similar to SS2's task just without the chemical clutter. But I don't have to tell you how that game ended up.http://bioshock.wikia.com/wiki/BioShock_Removed_Content#Research_Machine
a weapon can be unequiped in SS2.
I've no doubt mentioned this before (it's one of my all time greatest game-related hates) but I HATE the fact that the Bioshock games were never made moddable.
Just to clarify, GMDX's use in-world action has you pressing the "fire weapon" key with your weapon holstered rather than the "frob" key, so there's no loss of functionality.
About the "use in-world", it seems I misunderstood, what about using Prey 2017's solution with a script somehow (hold down rightclick to consume an in-world object right away), make it so on frob certain objects will run a script instead of moving to inventory immediately and will start checking if the player is still holding down the use button, if they hold it down for long enough the object should be consumed, if they don't then the object will get moved to inventory.
Bioshock is moddable if you are willing to go beastmode like me, but the delivery systems for the mods you make are too unfriendly for the average player
Here's where I disagree with you and say the Research mechanic is pretty great. The long wait times are there so you don't want to stand around waiting for your research to finish in a Chemical storeroom. If all it took were 15 seconds of waiting, it'd make much more sense to wait in relative safety in the storeroom and do the inventory management ASAP. With a long research time, you're supposed to commit to researching the object and make your way to storerooms for the appropriate chemicals when you get the chance. I really enjoy the gameplay loop here, because it adds a small layer of management and gives me new things to do on various decks of the ship, making me path out efficient routes to complete research while going through the usual combat/looting/exploration to progress my objectives. It's one of those pieces that adds to the whole and makes Shock 2 a joy to play with all its systems tugging at you at once.
Actually, the long research times are precisely what encourages me to coop up in a chemical storeroom, since depriving myself of a few slots just to get some junk researched is a notable liability while exploring or fighting, and there's little chance of being ambushed while in one.
Bioshock is moddable if you are willing to go beastmode like me, but the delivery systems for the mods you make are too unfriendly for the average player, if someone wants to jump in and help me with that they are more than welcome. I really need to post what I have already anyway.
The thing with level design is that backtracking is generally supposed to be cut down as much as possible, since familiarity breeds contempt. There's no better way to destroy the experience than to drag it out over already familiar terrain, when you're so powerful that the challenges present therein no longer matter much. This is why metroidvanias feature unlockable shortcuts, teleports, and speed upgrades; to make exploration less of a chore and avoid it from getting in the way as much as possible while backtracking.