Great considerations! I like most of them.
scarcity ensures continued interest in game: player should always have more items they want to buy than they have the money for
I think this one simple, but very important, and my favorite.
multiple levels of ammo quality: poor, good, pristine
pristine is basically still shrink-wrapped from pre-war; poor has been exposed to the elements for a few decades
poor has large penalty to jam chance (+5%); good has minor penalty (+2%); pristine has none
good would be 3x the cost of poor, pristine 10x as much as poor; pristine not intended to be employed often
Be aware adding more bullet types, especially if you want to make bullets more rare. We will end up having too few bullets of each type, so our clip will always be half loaded. And first it might be fun, but later it will be boring to manage ammo all the time.
And pre-war can't be best, because according to what I saw in real life, powder it's getting old and not working as it should be. And some ammo cases are made of steel, and even that they are lubricated, they still will have corrosion.
total health fairly static throughout the game; characters start with large amount of health but gain very little per level
eg. base: 140 hp + 10 hp per Strength
thereafter, gain 1+(Str/10) hp per level...
This one I like too, but I personally more like little numbers, like 10-99. And it's about psychology too, if you start with 60 hp (two number) and in end game you'll have 100+ (tree number hp) it will be more satisfying.
You might say that lower numbers will be harder to fine-tune for balance - that's true, but to really benefit from bigger values to balance it, you have to write a tester on any programming language to tune balance and optimize stats, and we will not make it (too time consuming), so this
big numbers are not so useful, and fine-tuning by thoughts are hardly balancing anything.
a really valuable combat perk might cost 10 points, while a situational non-combat one would only be 3 points
Be careful, it might end up that everyone will save perks for only expensive ones. Or opposite. That's why I like linear progressions in games instead of min-maxing things.
one NPC per group possibly promoted to miniboss status, gains 1 or more bonuses:
good armor, weapon, mods
extra levels
Very good idea, if it will be as soft and rare as possible, other way it might be boring.
now would only impact vendor prices, the level range for NPCs (noted above), and the chance of minibosses appearing in NPC groups
This is my next favorite thing. I like this idea very much. Would add tougher broken weapon penalty.
All modifications is yours, and you can do whatever you want, but we will apreciate if you'll make as much things editable as possible, for example, I don't like few ideas like radical luck changes, stat points, and mix-max things for pc an npc.
btw, fun thing happens if I copy full Export folder and insert it in to Import folder. Then I started a new game with default squad. Looks like it affects female characters.
https://i.imgur.com/lS9GyuY.jpg
https://i.imgur.com/bbDNmde.jpg
https://i.imgur.com/uRXMH0q.jpg
Deleting Import/WearableInfo/* fixes this )))
One more thing, in CrouchTooltipCreator
Code: Select all
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TextBuilder.dictSubs["ACTION"] = (flag ? Language.Localize("<@>Crouch", false, false, "") : Language.Localize("<@>Stand", false, false, ""));
...
TextBuilder.Expand(Language.Localize("<@>[APCOST] AP to [ACTION]", false, false, ""), 1, false, false, ""),
...
Original code makes game to generate incorrect tooltips for my localization, it generates: <@>[APCOST] AP to [ACTION]. So [ACTION] is replaced with
Crouch or
Stand, like so:
2 AP to Crouch, but I can not translate full string, I can only translate "
X AP to" and
Crouch/Stand separately, and that is not how my language works, it's more complicated then just this simple replaces. So will appreciate if you'll change in in your future updates to:
Code: Select all
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TextBuilder.Expand(Language.Localize("<@>[APCOST] AP to Change Stance", false, false, ""), 1, false, false, ""),
...
I don't found a way how to change in by myself in Reflexil.
I read your answer here
viewtopic.php?f=18&t=18947#p194656 looks like you are using VS project, any chance you can share source? Or maybe share what tools you use atm and share settings.