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Post by Cory Trese on Apr 13, 2017 13:48:47 GMT -5
The design has to be constrained.
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Post by fallen on Apr 13, 2017 14:18:12 GMT -5
Currently not an option
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Post by John Robinson on Apr 14, 2017 1:28:23 GMT -5
That is to say, we will try to make 100% sure that this gear is WAR gear for BATTLE and not "techno" gear or gadgets you might think are useful outside of straight up fighting. That's important -- since the game engine will never / can never support it, we must make sure we never offer it or tease it. Sorry the answer is so firmly no, but that's just a choice we made last year. I'm really glad you answered firmly. Very clear answers, I totally support what you said! Definitely convinced me of the negative impact on skill dice. You helped me answer the question; Gee how come I got all these slots and nothing to put in them? Obviously short sighted of me. It's still so early. I bet there is going to be so much cool combat gear coming, we will be asking for more slots! When Xenos go full bore we're going to need extra combat gear big time. Thanks for the clarifications
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Post by tenbsmith on Apr 14, 2017 12:02:02 GMT -5
I agree that firm answers are good for us all. The TBs have to contain scope and a firm answer keeps us from getting invested in ideas that may be cool, but don't fit the plan.
Interesting to note that Battle Gear bonuses to attributes can benefit certain mission rolls. For example, rolls that involve quickness.
This info seems to argue for prioritizing captain non-combat-related attributes like charisma. Attributes like this play an important roll in mission-related rolls, but there doesn't appear to be a way to boost them in the game after captain creation.
Parallel to this, some skills are harder to boost via crew (e.g., stealth), so one might focus on those during captain creation and officer selection. Intimidate is a skill i've found difficult to boost.
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Post by fallen on Apr 14, 2017 12:16:42 GMT -5
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Post by Sinocelt on Sept 23, 2017 3:53:19 GMT -5
I think the term 'device freak' may need adjusting, because it creates the wrong expectations in people's minds. I was expecting that my explorer captains would be eventually getting devices that helped them explore. Indeed, another problem may be that the trait 'device freak' goes with Explorer captains, and not military officers or bounty hunters. I mostly build my explorers to be combat-adverse. (That's what you hire the exoscouts for). They don't need any combat enhancing devices, because they don't intend to get involved in any combat. So assigning 'device freak' to explorers strongly coloured my idea as to what a device was, and 'combat-only' played no part in that idea. Hmmm. What can we call them that makes it clear they are combat-only? And should explorers be device freaks? I agree. I actually found the present thread searching about what Gear could do. For the reasons grävling laid out, I too believed that Gear was potentially useful for a lot more than combat. grävling - thanks, we'll work on both of those. Battle gear perhaps. That would work! (Though the fact that a second Gear slot is a trait of profession without fighting skills will still be puzzling.)
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Post by Brutus Aurelius on Sept 23, 2017 9:49:03 GMT -5
Maybe Device Freak could be changed to something along the lines of:
Avid Modder: Likes to tweak their equipment, allows an extra gear slot
Always Prepared: Allows for any contingency, carries extra gear into battle
Deep Pockets: Always carrying anything that could be needed, allows carrying of additional Gear item
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Post by Sinocelt on Sept 23, 2017 10:17:58 GMT -5
Maybe Device Freak could be changed to something along the lines of: Avid Modder: Likes to tweak their equipment, allows an extra gear slot Always Prepared: Allows for any contingency, carries extra gear into battle Deep Pockets: Always carrying anything that could be needed, allows carrying of additional Gear item Just renaming "Gear" into "Combat Gear," as fallen suggested, would clarify the main issue, which is that it is presently not obvious that Gear is only for combat. The other issue -- that giving the only additional Combat Gear slot to a non-combatant Profession is both misleading and simply puzzling -- cannot be so easily solved.
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Post by fallen on Sept 23, 2017 10:43:08 GMT -5
Meh. No plans to change it today.
Gear can add to Attributes.
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Post by Sinocelt on Sept 23, 2017 10:43:42 GMT -5
Meh. No plans to change it today. Gear can add to Attributes. Quickness and which others?
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Post by fallen on Sept 23, 2017 10:44:33 GMT -5
All Attributes.
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Post by Sinocelt on Sept 23, 2017 12:26:04 GMT -5
Ah. Interesting. I haven't met a Charisma-enhancing one yet, but I'll keep searching. ^_^
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Post by fallen on Sept 23, 2017 12:44:22 GMT -5
Meh. No plans to change it today. Gear can add to Attributes. Just commentary on the possibility of the system. They don't exist today.
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Post by Sinocelt on Sept 23, 2017 12:47:14 GMT -5
Meh. No plans to change it today. Gear can add to Attributes. Just commentary on the possibility of the system. They don't exist today. Ah AH! That was just a Spice Hall rumor, then. In the future, maybe the Wiki will have a list of weapons, gear types, etc. Your reward for lots of work is lots more work. ^_^
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Post by fallen on Sept 23, 2017 13:55:15 GMT -5
Yep, eventually the wiki will include all those things listed, including Weapon Lockers.
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