T0rp0r on 11/5/2001 at 01:12
Quote:
Originally posted by D`JK:
<STRONG>xarax, most of your points seem to be about making the player more powerful earlier on. I think this is a bad idea as there would be nothing new later on in the game. That's why they save the best for last as it were, so you have something new to play with.
One thing I'd like to see is no repair bots. You might think this makes it too difficult but think about how many bio cells you collect during the game. Though you might use one or two when there's no bot around, I think you should be forced to use them more.</STRONG>
I also think in some ways you already get too powerful too early. For example, by halfway in the game, I had already gotten my computer skill up to advanced, which is enough to hack 99% of all comptuers without needing a passcode - and while not everybody is going to go that route, in some parts of the game I felt like "Oh, great, another passcode, big deal..."
On the other hand, not that I think you shouldn't advance that fast, plus it promotes different styles of play...
Oh well, I guess I don't know what I want. I just wanted to post today so I wouldn't feel lonely. <IMG SRC="shake.gif" border="0">
Big Brother on 11/5/2001 at 02:55
Mr. Punk --
The extremely limited batteries on environmental stuff is silly, but it's there for a couple of reasons. First is for game balance. It makes you use them strategically and to think ahead. Secondly, it's there to reward people who use the environmental skill (something I never ever do, since I use thermoptic once, maybe twice, in a game, and body armor never.). It's another one of those "realism is inversely related to fun" kinda things.
As for SS2, you didn't feel the sheer terror when your gun jammed while several evil monsters attack? I loved that feeling.
kostoffj on 11/5/2001 at 13:52
Quote:
Originally posted by Big Brother:
<STRONG>Mr. Punk --
The extremely limited batteries on environmental stuff
is silly, but it's there for a couple of reasons. First is for game balance. It makes you use them strategically and to think ahead. Secondly, it's there to reward people who use the environmental skill (something I never ever do, since I use thermoptic once, maybe twice, in a game, and body armor never.). It's another one of those "realism is inversely related to fun" kinda things.
As for SS2, you didn't feel the sheer terror when your gun jammed while several evil monsters attack? I loved that feeling.</STRONG>
Yes, I am sure they did it for game balance reasons, and I think that sometimes, too much realism can kill a game. But IMHO, they could have handled the balancing issues by making the items take up a realistic amount of space in your inventory. If ballistic armor, thermoptic camo, and hazard suits were all, say, 2 x 2 squares in size, then you'd have to make some hard choices as to which of them you want to bring along with you. Hmmm... thermoptic camo probably should have a limited use, as it could be really unbalancing if it didn't but otherwise the armor and hazard suits could be treated like they were in SS2. (I did use thermoptic a couple of times in the game, at least until I got the cloak aug)
As far as the gun jamming in SS2 goes, I felt more frustation at it than terror. I think the terror effect was adequately handled by the extremely scarce ammo in the game! That was scarier - crouching in the cargo bays on Engineering deck, hearing the protocol droids and maintenance robots prowling around, and only having 3 armor piercing rounds for my pistol... definitely pucker-factor inducing ;)