View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0013012 | Bionic Dues | Gameplay Idea | Jan 21, 2014 2:33 pm | Jan 21, 2014 2:33 pm | |
Reporter | Smiling Spectre | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 1.005 Combined Customization | ||||
Summary | 0013012: Absense of hacking points for non-science exos | ||||
Description | I found strange problem with my mechs. Every level I visited has several computer terminals with hacking cost 1. That's good. What is _not_ good for me is that in every my play I cannot use it. Because no any exo have hacking, except science! And of course, exactly for science it's most useless action, as neither ammo, nor armor replenishment ever needed for them. Just as weapon/armor in general. Of course, I can give modules with hacking to my exos. But know what? Neither Assault, nor Siege mech have enough slots to trade it for several low-useful hacks, and Ninja _can_ sometimes have it, but in all my games it had it maybe in second part of game, with multi-functional modules. In early/middle game I would better trade it for extra traps/mines/sentinels. So proposal: Can you add some nominal hack points to all exo types? Like, I dunno, 2-3 for each? It will allow them to use terminals, and maybe open occasional locked door, without changing much else otherwise. (Of course, second solution could be eliminating hacking cost for terminals, but first looks better for me). P.S. Just want to let you know: Bionic Dues works best for me from all your games on AVWW engine. :) At last I can do something meaningful, not simply going endless similar landscapes with respawning monsters or battling endless non-winnable wars. ;) | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 21, 2014 2:33 pm | Smiling Spectre | New Issue | |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |