[quote=“nameless, post:840, topic:11323”]I played it 1 years (game time)
no survivor armor. no power armor.
started as lab challage,lab techichan.
TOO EASY midgame. (harder than Vanila,though)
Biggest reason is.
Just i dont need to go town but get USB drive with HackPRO.
Dont need to go Doom buildings as PRM armors spawned at lab,Military outpost and zombie-bio-op sometimes drop it.
Just go for lab,Military bunker. enough.
[ SUGGESTION ]
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remove “+ STAT” Traits like 15-20 vision.
at least fix abuse with 15+ stat point returns 2 point,abusing it for infinty stat points.
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Fix bug : disassamble PRM Marine armor gives 2 PRM Marine armor + misc.
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Make reasons for go town and go doom strutures other than “for kill”
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Add some comments (at least error message) at Doom labs computer.
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Fix bug : When u start as strength 14,u will get 122 hp instead 102
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NERF REPAIR NANOBOT BIONIC IT REALLY OVERPOWERED.[/quote]
1: 20/15 is a base 1 perception, which is beneficial to ranged players, and is meant to flavor a game. I agree that powergaming is a problem, but I don’t add all that much permanent stat buffing. thats more a coregame thing. And only a moderate (metagame) problem.
2: This Ill look at and see about fixing. Thanks for pointing it out.
3: I cant really control towns any more than I have. There are a plethera of reasons to go to town. To get welders, to get batteries, to get weapons, ammo, and supplies. Similarly, the doom structures provide challenge and good combat supplies like weapons, ammo, and, importantly, stims. They are there exactly for their challenge and the high end products you can find, but the goal of them is not to be a ‘bank’ of top-tiered items.
4: I wish I could. It is on my list of things to do, but unfortunately I dont have the knowledge in C++. Ill have to do it sooner or later. Thank you.
5: I dont understand. Anything relating to hp calculation is beyond my ability to control in the mod. That is a coregame device. Perhaps you are also getting a buff in hp from another source? Like a mutation?
6: This is a coregame issue. I know its overpowered. Ask people like coolthulu or RD about my opinions of bionics. But this is simply not something I have control over since its effects are hardcoded into the game.
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But, more than anything else, the mod is not meant to harass people as they try to live in relative safety. The armor spawns as often as it does because people were complaining it wasnt common enough. After testing I found that its not perfect armor, merely ‘better than many’. It isnt 100 coverage, isnt airtight, and does not repair well. It is also not ideal for all situations.
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In the cities, I would take a helmet over chest armor. In the country I would prefer chest armor over head armor. This is because I am aware of how combat works. No one piece of doomguy armor is going to provide a perfect solution to your needs. <.< >.> <.< unless, that is, your armor is the red powered exoskeleton.
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The country is meant to be safer than the city. The wildlife can be more dangerous to a player, but I have (many times) explicitly stated and corrected the spawn lists/ratios to ensure that many more weak monsters spawn than strong ones, and even nerfed the total population of the wilderness. The wild is safer. Hanging out in the wild will be safer.
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The starts of the game will vary in challenge. I design the mod around my preferred start, a naked noncombatant who starts in the city and has 1.5 spawns around him. Its a ‘Really Bad Day Lite’ start. If the game is proving a little too easy with on character, than making the seasons go by faster (increasing evolution speed and animal mutation speed) will help. Taking a less competent character will help. Going to places that you don’t explicitly need to will help.
This mod is designed to make the game more challenging and throw some loops into the game, and it cannot be designed for just hardcore gamers in mind. the game is, for one, too diverse a prospect for that. And random chance means that eventually somebody will spawn with a power armor suit in the same room as them. Its inevitable.