Slide87
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A.S. Roma Lover
Posts: 1,275
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Post by Slide87 on Feb 10, 2012 11:59:51 GMT -5
Hi TB =) playing these days i've "collected" some question,here's my list: -about stacked items,will do u add the feature also in shops?(buy/sell) -can u tell me how many bodyware implants i can install on a single char? -about combat,will do u add the feature to see which enemy attacks the player?-->i ask u this 'cause sometime i dont understand which enemy attack me(for same types of enemy,i tell) -always on combat,there's a chance to view a Confirm attack button?and a Pass turn button? -about safehouses,can u add the possibility to install a phone? -about medikits: can u add a sort of medikit value,to compare that with ELECTRONICS skill value(to better understand how much i must raise my skill to save medikit from use,i know,there will be the skill check) by now it's all,thank u for this great game,as ever ^^ It's growing well,and it's addictive ahahahah damn u xD
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Post by grävling on Feb 10, 2012 12:38:59 GMT -5
for 'pass turn' just use 'item' i.e. inventory -- it will consume all the rest of your APs in one shot.
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Slide87
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Post by Slide87 on Feb 10, 2012 12:45:09 GMT -5
Yes there's also the movement tip,if u choose move then finish without moving it consumes 1 AP,but a Pass option could be nice,however
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Post by Cavinee on Feb 10, 2012 13:16:30 GMT -5
I agree with the pass turn thing. I also have been wondering why, when I select Item, even if I don't use one, that I lose my turn. It got me killed last night for the first time! Lol I was close to death and accidently hit Item instead of attack, and backed out of my inventory and it skipped my turn and I got destroyed lol. Had I known that it skipped you even without using an item, I would have used my Med Kit lol. Oh well, lesson learned I suppose : P
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Slide87
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Post by Slide87 on Feb 10, 2012 13:29:51 GMT -5
So also for the confirm button =P
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Post by grävling on Feb 10, 2012 14:45:46 GMT -5
confirm buttons almost never work as intended. The problem is that most of the time, when you are asked to confirm, the answer is 'yes, of course'. So you develop a habit for that. The classic example is 'confirm you want to delete this file'? In systems where you get this message every time you want to delete a file, hitting 'confirm' becomes part of your habituated way to delete files.
So, one day, you start to delete a file you don't really want to ... get the confirm screen .... confirm it , and .... then say 'Oooops'. So adding a confirm didn't actually protect you from that error, which was the only reason to create it in the first place. You have just made the whole 'delete file' process more cumbersome, _for no actual benefit_ -- only a theoretical benefit that runs counter to how human beings actually behave.
Thus you should only put confirm popups in when the action done is so very rare that nobody builds a habit of confirming. I think you want a confirm button for the common case, and thus it won't give you what you are looking for.
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Slide87
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Post by Slide87 on Feb 10, 2012 15:35:07 GMT -5
Yeah u're right...and an Undo button?even if then we'll push undo every time...i don't like it much(not for a rpg as this,maybe better on strategy rpgs) and for a simple game system mechanic i don't think it would be possible...=) but it would be added as an option(like victory depart confirm in ST)...Surely i'd like to see a better combat hud(ehi,it's not a critic)...when 2 same thugs are in initiative sequence,but one is near and another far,u cant know which of two is the near one and which the far one...=) this yes,would be nice to see...^^ i dunno,a sort of "view initiative list" with highlighted enemies when u select them in this list...=)
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Post by grävling on Feb 10, 2012 16:28:06 GMT -5
I'd be happy for a way to tell 'random trogger I must kill' from 'that cybersword runner you just hired' myself. :-)
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Post by fallen on Feb 10, 2012 17:32:31 GMT -5
@grav - new artwork will surface soon that will differentiate your hired runners from the thugs. @slide - I have a near-term enhancement to enable long-press in combat which will show you stats on the target monster (including initiative) which could help. We will not add a Confirm button, because it comes really cumbersome. Cavinee - I have created issue CK-294 for the "hitting Item, but NOT using an item still eats all my AP" issue.
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Slide87
Templar
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Posts: 1,275
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Post by Slide87 on Feb 10, 2012 17:44:30 GMT -5
Wow it's a great enhancement!! When u have a moment give a read to the other questions,andy ^_^ anyway thx for answers =) yes i understand 'bout confirm button ^^ it was a hazardous idea =)
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Post by grävling on Feb 10, 2012 17:58:23 GMT -5
@grav - new artwork will surface soon that will differentiate your hired runners from the thugs. @slide - I have a near-term enhancement to enable long-press in combat which will show you stats on the target monster (including initiative) which could help. We will not add a Confirm button, because it comes really cumbersome. Cavinee - I have created issue CK-294 for the "hitting Item, but NOT using an item still eats all my AP" issue. Cool, and thank you. Remember that when you hit the item button your guns automatically reload as of now ....
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Post by absimiliard on Feb 10, 2012 18:21:49 GMT -5
Automatically reload you say. . . . .
I'll bet that'll come in useful some day.
-abs
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Post by Cavinee on Feb 11, 2012 15:20:25 GMT -5
Oh, interesting. I never noticed that it reloaded for you.
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Post by tbrass on Feb 16, 2012 14:49:11 GMT -5
@slide - re: bodyware. I have never tried it, but you can install up to 300DV worth of 'ware. At this point, however, your character will stop earning xp. If memory serves, when you should earn xp from an encounter, the game generates a random number from 1-300. If that number is above your current level of augmentation (DV, as listed on all of the 'ware descriptions), you earn XP. Below, and you do not. I do not know how this applies to runner DV though. Nor do I know if you can actually exceed 300 with your 'ware. For planning purposes (spoiler alert!), you can always check out the great work by moody and team here: startradersrpg.proboards.com/index.cgi?board=ckrpgtalk&action=display&thread=890&page=1 direct link to sdshannons googledoc: docs.google.com/spreadsheet/ccc?key=0Am-1UdKN1U26dEtZTXZwSHNSRmJDWTF6V2gtTW9vcEEgrävling - my runners seem to face the opposite direction of the punks who jumped us. I could, however, be imagining things. Evidence? Last night, one of my runners didn't seem to appear on the screen. If this happens again, I'll definitely logcat it.
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Post by grävling on Feb 16, 2012 15:16:52 GMT -5
Your runners mostly likely showed up on the same space you are on. This is a known bug being worked on.
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