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YOUR Development Priorities

Equinox

Radio Bob Approved
Banned
Joined
Sep 17, 2019
Messages
583
pick 5 things (in order of desire) youd like to see developed, and one current system youd like to see revamped and expanded to triple A rpg level

Ill go first

1. Hygiene and Style. Yes im shilling, but I think its a pretty big addition that needs to come about.
2. Vortigaunt Powers. Theyre seriously lacking at the moment.
3. RP Skills. These are skills that dont have a system built around them but are leveled separately from major skills (different point pool) and can be displayed by players or looked at by staff to see how good someone is at something.
4. Serious Wounds. The idea that people can get shot up in combat and then just heal up and be fine afterwards with no RP is ridiculous. If someone suffers more then 50% of their health in combat, it can be assumed that they took a bullet or two, and that cant be patched up with a single health kit. Sure their health could be restored, but they should suffer from some sort of major debuff for a while until they get access to real medical treatment or prolonged recovery.
5. Starvation and Dehydration. People should actually die if they dont drink or eat. It shouldnt be like a survival game where three days of not eating just kills you arbitrarily, but death should always be a worry. Malnourishment should take a while to set in, but also be just as hard to recover from.

If I had to pick one thing to be really developed into a full experience, itd be Turn Based Combat. We’re talking multiple checks done with each shot to determine not just the aim of a shooter but how tough and nimble the target is. Localized damage, so that getting shot in the head isnt just an arbitrary health drop, but can run the chance of stunning or immediately incapacitating someone (at the risk of the shooter missing more often). Have attacks actually miss, instead of vague damage tables. Make combat work and feel like an RPG instead of a straight up Xcom numbers game.
 
1. Turn Based Combat (bugfixes, tuning, making it work and replacing s2k completely)
2. Smuggling (making the system do what it's meant to so rebel rp can exist without admin hand holding)
3. Event management (promote proactive events)
4. Group management (limited numbers of liberally powerful authorizations for trusted groups)
5. Civil Protection (make less cringe and annoying [IMPOSSIBLE])

i was not asked but i will comment on your suggestions
1. Hygiene and Style. Yes im shilling, but I think its a pretty big addition that needs to come about.
I will decide if my character needs a shower, and they'll do it off screen. I'm not going to roleplay having a shower on my own what's the point.
2. Vortigaunt Powers. Theyre seriously lacking at the moment.
Ye ok
3. RP Skills. These are skills that dont have a system built around them but are leveled separately from major skills (different point pool) and can be displayed by players or looked at by staff to see how good someone is at something.
Sure homie
4. Serious Wounds. The idea that people can get shot up in combat and then just heal up and be fine afterwards with no RP is ridiculous. If someone suffers more then 50% of their health in combat, it can be assumed that they took a bullet or two, and that cant be patched up with a single health kit. Sure their health could be restored, but they should suffer from some sort of major debuff for a while until they get access to real medical treatment or prolonged recovery.
Ngl should be IC don't force people's hands
5. Starvation and Dehydration. People should actually die if they dont drink or eat. It shouldnt be like a survival game where three days of not eating just kills you arbitrarily, but death should always be a worry. Malnourishment should take a while to set in, but also be just as hard to recover from.
Fuck you I hate you you're wrong
 
Serious Wounds. The idea that people can get shot up in combat and then just heal up and be fine afterwards with no RP is ridiculous. If someone suffers more then 50% of their health in combat, it can be assumed that they took a bullet or two, and that cant be patched up with a single health kit. Sure their health could be restored, but they should suffer from some sort of major debuff for a while until they get access to real medical treatment or prolonged recovery.
This is a good one but it might be better to change it towards a system where instead of negating a whole part of their healthbar, serious wounds need to be treated by a medical item that is considered a 'surgical' item. Or something that can treat major wounds, like the first aid kit, blood stims maybe, and the like.

Once the serious wound 'debuff' is treated, they can restore the rest of their health with normal healing items. Basically, at a certain point, major HP loss requires a major healing item to allow their health to return to full instead of treating 20 bullet wounds with about 10 makeshift bandages over a long period of time.
 
Making crafting easier/adding easy-to-make sewing needles (VIA toolkit and scrapmetal) so we don't ICly have to waste precious Elmers glue when making clothes because our recipe system demands that our clothes are held together by actual gorilla glue.
 
If I had to pick one thing to be really developed into a full experience, itd be Turn Based Combat. We’re talking multiple checks done with each shot to determine not just the aim of a shooter but how tough and nimble the target is. Localized damage, so that getting shot in the head isnt just an arbitrary health drop, but can run the chance of stunning or immediately incapacitating someone (at the risk of the shooter missing more often). Have attacks actually miss, instead of vague damage tables. Make combat work and feel like an RPG instead of a straight up Xcom numbers game.
Turn based combat SUCKS
 
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