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I don't remember any tweaks to psi disciplines happening in ADaoB, the fusion cannon has been boosted in SCP, same goes for exotic weapons, so the only thing you could be missing is the lowered requirements for the rifles. do you really need that in your life?
"yes, probably" on the psi stuff rebalance, but it's a can of worms we are not looking forward to open.
though I will split the conversation and merge it into the SCP dev topic if you plan to continue, as I like to keep the mods subforum relatively technical discussions free.
oh boy oh boy could it spawn a hundred basketballs at once?Or suddenly fill up the chamber with Many flesh?
pretty sure that can only happen if you go around merging mods manually or something like that (basically killing the .cal files of the models).
I dunno, I always felt that adding more broken stuff is a cop out, making it so Repair is just another type of codebreaking skill like Hack that breaks open locks.The real solution is for there to be more stuff to truly repair or return to an earlier state, i.e more stuff that breaks down where you can see it break down, so it's not just another type of hack.This is why I added turret "resurrection" and medbed key removal in my mod long ago instead of more pre-broken objects, and recently added damaged rechargers on some decks which burn out after you use them once, so you can see them breaking and you actually get to repair them to their original state rather than just unlocking their use with a pseudo-hack effect.More stuff like this could be added in theory without too much complication, and would be pretty nice at making Repair stand out without force-buffing it by adding Repair doors to the game.Ultimately it's all just about making it so you can partially predict what a skill will do, if Hack and Repair mostly have their respective locked "doors" to unlock with unknown rewards behind them then there's nothing for you to predict besides picking one skill and hoping for the best that what you picked has the best rewards behind the locked doors, and then memorizing which skill had the best rewards for the next run.
edit: also yeah, melee weapons used to break in ss2, there's broken icon images for some of them like the shard, I know that Warren Spector at least really hates the idea of melee weapons breaking down so you're left without a last resort, it's what he disliked about DX3 - no melee weapons at all and everything uses ammo/energy
Complete medbeds and QBRMs in dangerous or frequented areas that break down after 1-2 uses would indeed be pretty great at making the skill feel useful in a natural way.
a few broken items have been scattered around, but yeah, no significant changes to the Repair skill are planned (as they would change the game mechanics, something we are trying to avoid), so without mods like the Repairman, the Repair skill will remain rather useless.but something like a small condition boost to the repaired weapon at higher levels of the Repair skill could maybe make it in (basically, if having repair 3, a broken gun would be repaired to condition 3 instead of 2, if having repair 6 it would repair to 5 or something along those lines - basically, you would be able to emulate low level maintenance with high level repair).
degradation rate isn't tied to anything, it just is there - various weapons degrade at various rates.
no idea what do you mean by the broken beds.
I assume he means either having pre-broken complete med beds in the game that can be fixed with Repair, or ones that are complete and working but break after a few uses and then need to be fixed, I'm more partial to the latter obviously since it's more repair-like.
in the vanilla game, there are various "unbreakable" weapons
this has been fixed everywhere, you won't be seeing those unless you are running a (raw ND) manually patched cd version. however, some pre-placed weapons have slightly different degrade rates and kickback - this has been left in, so if you experiment a little, you can find a gun that handles slightly better than the rest in its class.
I reckon the reason there are so many wrenches in the game is because I think they were originally going to make wrenches breakable as well, leaving you totally defenseless if everything you have breaks.