Tacticular Cancer: We'll have your balls

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Shadowrun Returns - RELEASED! [Don't talk about Dragonfall here]

Discussion in 'General RPG Discussion' started by JudasIscariot, Apr 4, 2012.

  1. tuluse Prestigious Gentleman Arcane

    tuluse
    Joined:
    Jul 20, 2008
    Messages:
    8,203
    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
    Click here and disable ads!
    Just don't die :martini:
    ^ Top  
  2. GarfunkeL Racism Expert

    GarfunkeL
    Joined:
    Nov 7, 2008
    Messages:
    13,015
    Location:
    Insert clever insult here
    Only P&P where ammo tracking is both important and "fun", is Twilight 2000 because you will consume fairly large amounts of ammunition AND you have to scavenge for it. As others already stated, as a GM, I only tracked speciality ammunition. Though now with Chummer automating the process to a degree, the next SR campaign I run will probably track all ammo!

    It's a shame but having limited ammo isn't that useful by itself. It must be accompanied by an inventory that is limited by size and carrying capacity. Obviously, JA2 1.13 is the clear winner here (beating popamole shit like ARMA2) and while I'd love to see that kind of detail in SR:R - as the P&P rules sort of make it possible - I can live without it. Especially as it seems that tinkering with the game and the editor will allow us to do a lot of stuff.
    ^ Top  
  3. Roguey Arcane Sawyerite

    Roguey
    Joined:
    May 29, 2010
    Messages:
    10,296
    A game where I don't die is too easy.
    Grunker Brofists this.
    ^ Top  
  4. Dickie Savant

    Dickie
    Joined:
    Jul 29, 2011
    Messages:
    327
    A game that saves before every door is too easy.
    ^ Top  
  5. Roguey Arcane Sawyerite

    Roguey
    Joined:
    May 29, 2010
    Messages:
    10,296
    Nonsense. One could still die a dozen times or more against any given fight or accumulate extreme losses during any given run.
    skuphundaku, Grunker and almondblight Brofist this.
    ^ Top  
  6. Roguey Arcane Sawyerite

    Roguey
    Joined:
    May 29, 2010
    Messages:
    10,296
    And well well look what we have here
    Very Josh. :)
    ^ Top  
  7. Jaesun Fabulous Moderator Patron

    Jaesun
    Joined:
    May 14, 2004
    Messages:
    28,043
    Location:
    Seattle, WA USA
    MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
    Like Johs's infinite inventory system? :lol:
    ^ Top  
  8. winterraptor Savant

    winterraptor
    Joined:
    Dec 13, 2008
    Messages:
    404
    Divinity: Original Sin Torment: Tides of Numenera
    Certain games that have included this are, anyway. 'Final Fantasy' the first fucking thing I think of when I hear 'save points'.
    ^ Top  
  9. Galdred Generalist Patron

    Galdred
    Joined:
    May 6, 2011
    Messages:
    585
    Location:
    Middle Empire
    Codex 2013
    Ammo cost was negligible in the PnP game if I recall, except for special ammos (assault cannon rounds, APDS, explosive and flechette rounds...), especially compared to the cost of the things you were saving for (Doc Wagon contract, cyberware, magic stuff and vehicles). What made you save ammo was the drastic recoil penalty, which could only be partially offset by carrying heavy and unwieldly gyro stabilizers. Even if any SR GM were counting ammo, it would not have changed anything in the game. That said, I wish the special ammunitions were there.
    ^ Top  
  10. tuluse Prestigious Gentleman Arcane

    tuluse
    Joined:
    Jul 20, 2008
    Messages:
    8,203
    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
    You can only add items at certain locations. Which is what most reasonable people asked for with PE.
    Grunker Brofists this.
    ^ Top  
  11. Roguey Arcane Sawyerite

    Roguey
    Joined:
    May 29, 2010
    Messages:
    10,296
    I don't understand what you mean. From the beginning Josh said his inventory would have things you can use in combat, a limited number of things you can access outside of combat, and an unlimited stash you can only access at rest areas. If this is a "you can't add to the stash except when the DM says so" thing keep in mind that Shadowrun is barely going to have anything to loot and PE is going to be full of a ton of it.
    ^ Top  
  12. Jaesun Fabulous Moderator Patron

    Jaesun
    Joined:
    May 14, 2004
    Messages:
    28,043
    Location:
    Seattle, WA USA
    MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
    More info on the checkpoint Save System:

    Will we be able to place checkpoints where we want with the Editor? For example I want to make a module where the only checkpoint is at the players Apartment.

    Are the default Checkpoint Saves for the game before and after a run in the default game?

    Basically. The default is before and after a "scene" which might be a run or might be a chunk of roleplaying/legwork in a location.​

    We'd like to give player-GMs the ability to place checkpoints where they want but it's complicated and will likely not make it into the final release.​

    The plan is to have your checkpoints listed on the main menu by character so you can go back to previous checkpoints and reload or play multiple characters without messing with each others' save games.​
    ^ Top  
  13. hoverdog dog that is hovering

    hoverdog
    Joined:
    Jul 8, 2010
    Messages:
    4,289
    Location:
    Jordan, Minnesota
    Project: Eternity
    :rage:
    skuphundaku Brofists this.
    ^ Top  
  14. Jaesun Fabulous Moderator Patron

    Jaesun
    Joined:
    May 14, 2004
    Messages:
    28,043
    Location:
    Seattle, WA USA
    MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
    No degenerate save scumming for you! :obviously:
    Grunker and DalekFlay Brofist this.
    ^ Top  
  15. Kem0sabe Arcane

    Kem0sabe
    Joined:
    Mar 7, 2011
    Messages:
    2,895
    Hmm, so the editor at release won't be capable of placing checkpoints? how will that work for player modules?
    ^ Top  
  16. Wulfstand Arbiter

    Wulfstand
    Joined:
    Jul 13, 2009
    Messages:
    1,840


    I don't know if anyone else has posted this, but this guy seems to be one of the main investors in the SR kickstarter, which gladdens me, to be frank; I quite enjoy watching his videos.
    Jaesun, Zeus and Kem0sabe Brofist this.
    ^ Top  
  17. Jaesun Fabulous Moderator Patron

    Jaesun
    Joined:
    May 14, 2004
    Messages:
    28,043
    Location:
    Seattle, WA USA
    MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
    Deadline For Upgrading Your Backer Level
    Update #47 · Mar. 22, 2013


    As we mentioned on March 8th, even though our Backer website isn't online yet, the volume of email requests asking to upgrade people’s Backer levels convinced Producer Brian to volunteer to process each request by hand. Since then, Brian has received well over 250 upgrade requests and has been busily working to fulfill them.

    Because we need to finalize our physical rewards process and get items like t-shirts and USB Dog Tags manufactured and shipped, we need to lock down a deadline for upgrades. Once everything is locked down, we'll let you know when you can expect your physical stuff!

    The deadline to upgrade your Backer Level is March 31st, 2013.

    If you haven’t upgraded yet but would like to, please send Brian your current Backer status and the level you would like to be upgraded to. He'll coordinate with you about making the appropriate PayPal payment. Also, if you’re an International Backer, this is a great time to check your Kickstarter account to make sure you paid your overseas shipping fee and contact Brian if you haven't. Brian's email address is brian@hbs-studios.com.

    * * *

    While we’re talking about backers and rewards - one of our backers, Erik Dahlman, is running a Kickstarter for Synthesis, a cyberpunk-themed deck of playing cards. Normally, we don’t promote other Kickstarters (spam is not cool) but Erik is donating 10% of Synthesis’ total funds raised to Shadowrun Returns! So, if you like cyberpunk and you play cards, check it out.

    Oh, and one more thing - we’ll be posting Mike McCain’s Dev Diary later this afternoon. Mike’s in charge of art around here and will go into detail on how we created the visuals you saw in our Alpha Gameplay Video.

    Talk to you later!

    HBS
    ^ Top  
  18. Dickie Savant

    Dickie
    Joined:
    Jul 29, 2011
    Messages:
    327
    I love that the second comment is "How exactly do we reach Brian?" Reading is hard.
    Jaesun Brofists this.
    ^ Top  
  19. Jaesun Fabulous Moderator Patron

    Jaesun
    Joined:
    May 14, 2004
    Messages:
    28,043
    Location:
    Seattle, WA USA
    MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
    Can certain speech options be "unlocked" by low ability/skill scores?

    For example, a stupid character might say something that only makes things worse, or a low Charisma character might tell a lie unconvincingly, opening a "suspicious" branch that a charming character would naturally avoid.

    You betcha.

    <3
    almondblight Brofists this.
    ^ Top  
  20. Excidium P. banal

    Self-Ejected
    Joined:
    Aug 14, 2009
    Messages:
    13,698
    Location:
    Third World
    What does that even mean? Like, why would you even pick those options knowing you'll fail?
    ^ Top  
  21. tuluse Prestigious Gentleman Arcane

    tuluse
    Joined:
    Jul 20, 2008
    Messages:
    8,203
    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
    You can hide skill checks if you want.
    ^ Top  
  22. Dickie Savant

    Dickie
    Joined:
    Jul 29, 2011
    Messages:
    327
    Yeah, unless you're larping, why are you gonna choose the worse option?

    Edit:
    Oh.
    ^ Top  
  23. Excidium P. banal

    Self-Ejected
    Joined:
    Aug 14, 2009
    Messages:
    13,698
    Location:
    Third World
    Hiding active checks is a whole another level of stupid.
    ^ Top  
  24. tuluse Prestigious Gentleman Arcane

    tuluse
    Joined:
    Jul 20, 2008
    Messages:
    8,203
    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
    Also, I would guess you could only provide bad options if you wanted. So the only dialog options relied on charisma, high charisma = good option, low charisma = bad option.
    ^ Top  
  25. Excidium P. banal

    Self-Ejected
    Joined:
    Aug 14, 2009
    Messages:
    13,698
    Location:
    Third World
    Does the game use rolls for checks or is it a fixed value thing?
    ^ Top  

(buying stuff via the above links helps us pay the hosting bills)