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Post by grävling on Mar 6, 2012 6:40:37 GMT -5
I have electronics skill of 10, and I still have not managed to preserve a single SAVIOR medkit (that restores you to 10HP) for more than one use, after 12 times. Shouldn't this be working? I pretty much always save the Used Medkit (good to restore you to 6hp) when I use it.
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Post by fallen on Mar 6, 2012 12:05:41 GMT -5
grävling - based on the code, you should be saving the SAVIOR about 40 - 50% of the time. It is strange that you have 100% failure rate. Notably, if you "save the medkit" what you get is a used medkit! I guess once used, its value drops significantly. The current character using the medkit has 10 electronics?
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Slide87
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Post by Slide87 on Mar 6, 2012 12:49:51 GMT -5
Sorry fallen,but i think that the rule should be modified; for high-valued medkits,i'd like to view their Restoration values lowered by 1(or by multiple choice,better,giving a chance to keep an anyway good medikit but not a too good one,or the same one for highvalued) Like this(restoration value): to 6 HP -> same to 7 HP -> to 6 HP to 8 HP-> to 6/7 HP to 9 HP -> to 6/7/8 HP to 10 HP -> to 7/8/9 HP
=)
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Slide87
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Post by Slide87 on Mar 6, 2012 12:52:32 GMT -5
Also,in this way u could raise Medkit prices(even if maybe u also could raise the %Goal of keeping medkits) (Only a suggestion linked to my previous post ^_^)
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Post by cybergenesis on Mar 6, 2012 13:57:50 GMT -5
Actually the logic here, to me, is quite sound on getting a POS medkit after 'saving'
If you have a 9-10 hp medkit, and your electronics skill allows you to save it, what this sounds like to me is that you're skilled enough to not useup all the supplies in it - so what you have is leftovers.
40-50% isnt that high either depending on where you plan skills to 'top out'. Take a coin and start flipping, see how many streaks you get of 1 side and not the other.
To me this is more of a mechanics issue than anything. Kits themselves should just have X hp/mp to restore. I shouldn't lose a 9hp kit that only healed 3pts. It sounds stupid to have done this to begin with, but i've been in situations (usually early on) where running isnt possible and getting your face chewed on by dogs burns like 6pts per combat due to defend fails.
I assume at some point encumberance will play a factor, and logistically carrying 15 medkits won't be possible, but one 50-pt medkit that you can 'refill' at a doctor/hospital (or maybe refill with garbage medkits based on your electronics skill at 10-75% of their heal value) will make more sense. Better medkits might be able to also hold chems in them as well, saving you a little space.
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Post by grävling on Mar 6, 2012 22:58:47 GMT -5
grävling - based on the code, you should be saving the SAVIOR about 40 - 50% of the time. It is strange that you have 100% failure rate. Notably, if you "save the medkit" what you get is a used medkit! I guess once used, its value drops significantly. The current character using the medkit has 10 electronics? Yes, the current character has 10 electronics. Is there some sort of max here? For testing armour -- which I am doing, I would really like it if I could restore back to 10 points reliably, and since I don't want to increase any of my other stats beyond 4, stuffing electronics to 20 would be simple for me. But would there be any point?
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blackgauntlet
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Post by blackgauntlet on Mar 7, 2012 4:37:44 GMT -5
At the moment, there are too little electronic products that we should even care about.
But it would be really important once maglocks and droids come into play.
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Post by Cory Trese on Mar 10, 2012 10:59:36 GMT -5
There are no max values yet -- very soon. cybergenesis -- we are on the same page about the logic and it makes sense to me. Encumbrance is not yet in effect, so that changes some things. The re-fillable stuff will not be inventory items it will be features of Nanoware (a yet to be released middle ground between equipment, armor and cyberware.)
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