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Proscriptor

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Posts posted by Proscriptor

  1. there still aren't any akzani signature mechanics for mirage

    here's yet another idea, I think beter than the earlier two i've had: give akzani innate Energizing Shot bonus (that stacks with the mod)

    (Energizing Shot is a mod that enables picking up energy orbs by shooting them)

  2. 1 hour ago, PublikDomain said:

    And if I find a crew I want? It has much less to do with the stats, and much more to do with finding characters I like that are hampered because of the RNG. On day 1 I hired a guy named Thadd. Thadd Beefhuge. Thadd Thickstrong. I really like Thadd, and I want to keep him around. But his stats distributions kind of suck, and I don't know when a better Thadd is going to show up - if ever. Sure I can hire someone named Asnqergah or some other random jumble of letters with good stats, but I'd much rather use the crew I like instead.

    If I could fully redistribute crew points then that would work too. I'd prefer crew leveling, though, because at least it gives me something to do in Railjack after getting the few scant new rewards. I finished the Carmine Penta and Nautilus yesterday and no longer have any reason to visit Railjack. Again. Being able to work on my crew would give me something to do for a while.

    the characters aren't variable enough for them to have individuality (the way liches have it), there is one look for each syndicate and the only variable factors are face covered/revealed for female crew, and their names. so arguably the "characters" are not characters. 

  3. 1 hour ago, PublikDomain said:

    I want to have a way to level up my crew past the default 3 points. If I get a cool crew member with credits then they're doomed to have 2 fewer points forever. I'd happily have paid more for better stats for the crew member whose name I liked. They're also doomed to always have the stats distribution they started with, so if all the people I find with fun names have 4-5 points in Piloting when I need people that have Gunnery... what then? Don't use the crew I like?

    Some options:

    1. At rank 10 extra Intrinsics can be invested in crewmembers. Either a fixed value per rank or a scaling value like other Intrinsics.
    2. An item dropped in missions can be spent to add a point to a crew member. Maybe it replaces one of the less useful drops (like Endo in side caches).
    3. A tradeable item sold by the crew's syndicate can be spent to add a point to a crew member of that syndicate.
    4. Common resources can be spent to add a point to a crew member, similar to Helminth. Different types of resources are used for different stats, and the cost scales depending on the total number of points already there.
    5. Crew level up on their own using Affinity.

    I wouldn't be happy with Forma or potatoes being used for this.

    wait a few days for a better stat roll to come by

    I'm opposed to maxing crewmembers, it's too cheesy

  4. 5 hours ago, Nuwisha said:

    Hi, would it be possible to...

    a) Equalize Base Health and Shield values of Crewmates? My Endurance 3 Engineer has more Health and Shields than my Endurance 5 Defender.

    b) If it is not possible to have equal Health/Shield values for everyone, could we have those values shown before we hire them from Ticker? Not wanting to "buy the cat in the bag" so to speak. 

    JDpf7mU.jpg

    (And Otin found his true calling as a Gunner after i took the screenshot, just to ease people's minds)

    you can see how much health each crewmember has rolled with in the hire screen

  5. On 2020-06-26 at 3:32 PM, Bakaguya-sama said:

    When's the last time anyone ever failed a normal mission due to dying, as in losing all their lives?  

    Everyone get 3 lives to begin with. Arcanes can bring that up to 5. And reviving  is also risk free thanks to spolier mode.  It's like... virtually impossible to lose all of them in normal circumstances.  

    Beyond simply making mobs higher level, there's an opportunity here to revise the Revive mechanic, to add actual challenge to gameplay and having a real risk of mission failure. And I don't mean making it instant failure if someone die, but... let's make dying a bit more punishing.   

    Of course, Arbi's revive mechanic is rather clumsy, and doesn't work for non-endurance mission types.

    So simple suggestions for "The Iron Path":  

    1. No self-revive. No extra lives. Revive is done exclusively by allies.

    2. Cannot revive allies in spoiler form Void mode. No invulnerability while reviving.  

    3 (Optional) Each arcane increase revive timer by 10 seconds.  

    There. I think this should be a happy medium for everyone.  

    arbitration already covers this

  6. 6 hours ago, SneakyErvin said:

    Because it actually posed a threat outside of the invulnerability phase. It was an interesting boss fight for newer players since it was actually engaging. The new fight is all about room hazzards and less about the boss itself. It also doesnt reward good play since it is locked behind a bunch of invulnerability time sinks that we cant do anything about. Which also slows it down at higher levels for no real reason at all, while instead they could have come up with enganging mechanics that involves more than standing around doing nothing for most of the fight.

    i dodn't remember it posing a threat or lasting more than a couple of seconds

  7. 7 minutes ago, SneakyErvin said:

    Jackal rework feels like nothing but an interactive cutscene, a straight massive downgrade from the old version. No interesting mechanics, just about damage, avoiding a moving laser wall and some electric fields, plus shanking him with our pris... uhm parazon.

    why is that a downgrade? how was the old version something more than an interactive cutscene?

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