EEVIAC said:
For a long time this was pretty much all the loot I got. Sometimes you get lucky and find a Shaka Cannon, which is a great beginners weapon.
I salvaged a Heavy Autocannon either today. I was proud of myself for that. I'd really like some more laser weapons, though. I can't even find any one selling lasers.
I have a bunch of heads, legs, and an arm in Snake Lake that I'm trying to figure out what I should do with. I guess I could make a four legged Buru Buru if I wanted to.
You can't salvage mechs from arenas, must be protected by insurance or something.
Actually, I got a Buru Buru from an arena fight in the Gyori Arena. I suped it up with the Heavy Autocannon and some other things.
It kind of sucks, because I'm running around in an Aranos I talked Vikki out of in the starting town. I've lost my Corsair in an arena fight, and I lost a Buru Buru to the guy that's trying to kill me. I have one of those big tanks, but I hate the damned thing.
I'd start again. If you've exhausted all the begining options for mech (through Vicki, or the Buru Buru you get from the Guardian in Snake Lake) you're going to be doing shit missions to try and scrap up money to buy a mech.
Nah, that Aranos is the bestest mecha evar. I now have around 4-5 Buru Burus, most of them are salvaged but I won one in the Arena at Hodye.
I don't even see a "mech salvage" skill anymore, so I guess that's removed?
My mistake. Its the Tech Vulture talent I was thinking about. Maybe its tied into a stat like Mech Engineering now, I'm not sure. TV was never a sure thing anyway.
Well, about TV.. I'm not even sure I'm getting any additional salvage from it. On strongarms, I kept getting the mace and stuff, so I'm not sure it does anything. Maybe it's why I got that Buru Buru in that arena fight, though.
Okay, that makes sense. I have 26/26 skills now.
And you're still being panalized? That still sounds wrong. If I'm at the threshold of my learning capacity, it doesn't make sense that I should be penalized for improving the skills I already have.
No, I didn't know there was a skill limit. I thought the "five penalty free skills" was saying that you didn't have to spend 100XP to buy them. Instead of 21 skills as my limit, I now have 26. So, it works.
If its bugged, look into cyberware. I never really got into it but there's some great stuff to be found. Another wish : like Cyberpunk 2020, there could be chip slockets. Its usefull for skills that you don't use regularly, and if I remember 2020 correctly, any slocketed skill was limited to +3. I've always thought that if Joseph took out the mechs (the large ones at least,) built some coporate Arcologies and gated communities, and boosted the implant lists, he'd have a ready made cyberpunk game.
More cyberpunk stuff in addition to the mecha would be pretty sweet. I'd love to see some corp on corp raiding missions and sabotage missions where it's just you and your lancemates, minus the mecha, infiltrating enemy bases. It's already got level generators for base-like structures like in the BioCorp lab area in Snake Lake, so all it really needs would be some additional props for furniture, computers, etc. and you could lay out a nice feeling office structure or bunker for a mission.
I don't think the Strongarm is a proper mech, more like an Urbanmech equivalent. Anyway, that's why you're getting crappy maces and the like.
They also have Thugg Cannons, and I've never salvaged one of those. The problem with strongarms is that one hit from my Aranos's Scourge Laser Cannon, and they're toast.
I'm going to have to try that. You know the other config commands like
NOMOUSE
WINDOW
NOAUTOSAVE
MechaControl R (I find the rogue like control in mecha combat way more efficient.)
WINDOW is on by default now. I actually kind of like the menu style mecha combat, mainly because it reminds me of the old Amiga game "MechForce". In fact, that's one of the things I like about it, it's like "MechForce: The CRPG", though the tactical combat isn't as good as MechForce, which was basically BattleTech that used a per-second style turn based with recharge times for events. MechForce basically ruined me for all future BattleTech video games.
It just allows you to make things more personal. I remember using the NWN editor to make custom weapons. You could choose enchantments and magical effects, then put in your little back story lore, and it calculated how much it would cost and what level you had to be to use it. If it only it were in game. ToEE had it but I never could seem to get it work properly.
I made all kinds of stuff in ToEE. I understand what you're saying though. It'd be great to be able to use that modularity to custom make weapons, armor, and so forth. The only problem I can see is that Gearhead has a boatload of skills already. Maybe the Science skill could be used for that?
Definately. There's a lot of variations of Gearhead that could be derived from the same engine. As well as the city based cyberpunk style game, I was also thinking about a game with more of a vehicular and personal combat slant, with rockstars raiding convoys in their dune buggies, and motorcycle gangs. Even just long races and chases accross the plains. Not necessarilly post-apoc, more dystopic future. I love mechs but they do overbalance things, just because mech versus anything else equals quick, messy death for the anything else.
Something along the lines of Roadwar2000 only with the Gearhead CRPG stuff wouldn't be bad. It really wouldn't be that hard to do, just time consuming. You already have the support for such a game given how modular the mecha are. All you'd need to do is make engine profiles, and car types for the car combat. You'd have to add inertia and braking.
Well it can do height and depth so buildings that aren't just ground level would be good. The investigation missions are a good idea but they're way too basic. A flat level maze with a filing cabinet just doesn't stimulate my sense of disbelief that I'm actually raiding a mansion.
The problem with the investigation missions are that the maps it generates are too maze-like. It's probably be better to just lay out rooms so they take up a lot of space, and then connect them. Also, as I mentioned near the beginning, furnature would go a LONG way towards helping give that lived in look.
A annotated map would be great, I still get lost in common towns, just because everything looks so similar. The other option I'd like is for a menu when I enter a town, so I can choose which area I want to go to (like Fallout.)
I think the ASCII version should be dropped at some point. There's a lot of neat stuff you can do with the SDL version that you can't do with the ASCII one. Annotated maps would go a long way towards helping out, especially when each new game you play, everything is in a different spot and people have different names.
While I'm on the wish list, I really want grapples. I want to wrestle with radioactive rats and leg lock albino alligators while squirel grabbing them to death. Not enough games have grapples. If the armour creation went in, grapples would make a reinforced spandex jumpsuit with retracting spines really fucking usefull.
More effects from personal weapons would be great too. There's all kinds of weapon types to edit for the mecha, so why not personal weapons too? A webcaster for netting and bringing down bandits so you can turn them in alive for more money would be great, for example.