Author Topic: My first GH2 RPG mode victory  (Read 570 times)

Offline Ephafn

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My first GH2 RPG mode victory
« on: April 12, 2010, 07:04:52 PM »
I just finished my first core story in GH2, so I though I should comment on it. Technically, this is my second play-through, the first also being on version 0.624. On my first play-through, I reached the final battle, lost all 4 of my lance mechas, then did the stupid mistake of getting a sneak peak at what the final battle looked when you retried it, before getting new mechas. The result? The autosave kicked in at the beginning of the battle, and my character is not fast enough to jet-pack to safety before being on the receiving end of a big explosion (full death). Anyway, let's talk about the second (and successful) play-through:

Disclaimer: I played the base v0.624 game, with a slight code change to prevent AIs from using Mecha Transformation systems (which was annoying in my previous game). I had autosave on at all time, and the only times I force-reloaded were when one my lancemates died. Oh, and I kinda restarted the game a bunch of times until I got a initial lancemate I liked. I ended up with a monk (Mysticism/Medicine/Spot Weakness) with all stats in the 12-15 range.

SF:0 versus SF:2 content
For some reason, I started playing with the impression that there was a lot more SF:2 content than SF:0. That was mostly false, as my early game consisted of a lot of dungeon diving, and late game had the fungus events (once I realized that "I just want to chat" actually mean "Do you have job *wink* *wink*" and actually use the Conversation skill). Hint for new players: Dungeon + weak weapons = *lots* of XP, especially for lancemates. By the end of Cailey mine + the derelict, me and my lancemate both had in the 20'000 XP.

The thing is, there is plenty of fixed SF:0 content, and plenty of random SF:2 content, but the reverse isn't true (I'm ignoring arenas in this discussion as they are half fixed and half random). There are only 2 random SF:0 missions (fungus + non-lethal criminal capture), and only 1 non-core story fixed mecha battle (the big robot). The problem with the lack of random SF:0 content is that you can complete a dungeon relatively quickly, but after that, there is not much point in going back, so you get a huge glut of content, then you don't have much opportunities. A few more random SF:0 missions would help alleviate this (lets say an "Anarchy" mood with lots of riots, bank robberies and killer robots walking the street; or a dungeon exploration event where you cannot go back once you leave, like the GH1 sewers, but with treasures to be found; etc). The SF:2 content is too repetitive too, it's always battle a bunch of mechas in a straight fight in space, battle a bunch of mechas in a straight fight on an asteroid, battle a bunch of mechas in a city... The only variety comes from enemies who come with their themed mechas and when you get caught by an enemy patrol (they aren't scaled with your renown, aren't they?). Some variety could help, such as ambushes (start in the middle of the enemy), fights against SF:2 biomonsters/robots, or the like. But what I would really find fun would be the introduction of fixed SF:2 content, for example a SF:2 sized dungeon.

SF:0 deaths and cyberware
I died a few times in dungeons, and I got a grand total of one permanent injury. That is way too low of a penalty, but maybe that was due to my first lancemate knowing Medicine. But at one point I had installed both Muscle Bonding (+1 Body) and Fashion Cybereyes (+1 Perception, +1 Charm) and with my lowly 8 Ego and no Toughness I got cyberdisfunctions at an unplayable rate. After reading the concerned code, I have a few issues with the current trauma systems. 1: if you don't have the appropriate talent or skill, you are unable to live with more than a few (2 to 4) piece of cyberware, as the trauma build up way too fast. 2: there is no advantage to getting the high grade stuff, as all that matter is the total bonus you get, similarly penalties don't help alleviate the trauma. 3: there is no zero-trauma cyberware for people who don't want to get the talent/skill.

At some point I contemplated going pragmatic to get the cyberware talent, but I quickly found that there is only one way to increase your pragmatism, and it only come about by being a jerk in a randomly chosen discussion the first time you meet people... So yeah, I quickly changed my mind.

Faction membership
For this game, I was in the MUGL faction, and I really got the impression that there was no difference from my previous faction (Privateers). I got the same missions, against the same enemies, and the friendliness of Rishiri didn't change. The MUGL owned stores had the same prices has Hoeller/Comet ones too. The only difference I saw was that I got automatic missions from my faction, and I couldn't get ones from my enemy factions. Some more faction-specific content wouldn't hurt, like an exclusive shop selling faction mechas with the faction theme. Or some faction-specific missions that would only be accessible if you are a member, like a "raid the other guy factory" mission for company factions and "catch the smuggler" for police factions.

Skills and talents:
First of all, Initiative is definitely overpowered, or more precisely, not having it is underpowered. Only my main character had it, while my 3 lancemates lacked it, and it showed. Whenever I activated tactic mode, I was only able to do 3 or 4 actions with them, while doing a lot with my main character, shooting all my weapons. I got the impression I had 3 times more actions with Initiative than without, which I found to be too much. Action speed for people without the skill should definitely be increased.

One of the restrictions I decided upon for this game was to not take the Polymath talent, to actively restrict my number of skills. Keeping the number of skills low is definitely possible, so no problem there. The issue is that, at no point in the game, I saw it worthwhile to raise my Knowledge 5 times just to get a single more skill slot. Reducing that number to 2 or 3 would be much better. So going from the current 8+Kn/5 to 7+(Kn-1)/3 should be better (the numbers being chosen to keep the number of skill slots equal at 10, and having an extra one at 16, as discouraging people from doing so at character creation).

Tech vulture was the last talent I selected, when I didn't like any of the selection I had before me. But the moment I took it, I found myself salvaging whole lances of enemy mechas, and getting only a few limbs. That was beyond ridiculous, as I was then swimming in cash and I had access to many mechas for tinkering.

Lancemate skills
I had one lancemate with the Mysticism skill and one with the Science skill. And I was only able to successfully use them on a single occasion (Mysticism on the Crystal Skull). I even tried in tactics mode, but to no avail.

Difficulty
Due to me dying a lot in SF:0 scale and losing in the arenas, I lasted a long time at a renown between 20 and 50. I found that the difficulty rating was way too low at this range, with enemy mechas still consisting mostly of Buru Burus with the odd Daum. But after 50 renown (seemingly exactly at 50 renown), the difficulty ramped up quite a bit, with the arrival of Nekos and other mechas of that price range. I would suggest increase the 20 to 50 renown difficulty, preferably by increasing the quality of the mechas instead of the quantity.

The arenas difficulty was all over the place, as I was able to trivially win the matches against random mooks, but I kept being defeated against named opponent. Is that due to the random mooks being scaled with your renown? If it is so, they should be changed to fixed difficulty like the named opponents, at least until you win your 10 match (then they should scale to your renown).

The difficulty of the core story was quite low overall, except for the last battle, where I first lost (losing my main char mecha), then I only won after all 3 of my lancemates lost their mechas on the second try (after a lot training). And considering I pretty much only chose core story paths that improved my standing in the final battle, I found it way too hard. Although destroyed mechas not being replaced when you tried again may balance that difficulty.

Core story choices
I found the choices kinda bland to say the least. They were all about the consequences (easier final battle or immediate bonus). I would prefer having choices about the means, i.e.: having a say on whether the next episode will only involve mecha combat, or none at all, or be diplomacy heavy, etc. No need to ditch the current system, just change the current 3 choices about consequences to 2 consequences choices + 2 means choices.

Character dump in the second post as I'm exceeding the characters limit.

Offline Ephafn

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Re: My first GH2 RPG mode victory
« Reply #1 on: April 12, 2010, 07:05:26 PM »
%%% File saved by SaveStringList %%%
Monica
29 year old female corporate pilot.
8:55:58, day 101
 
Reflexes            20  (Legendary)
Body                11  (Good)
Speed               16  (Amazing)
Perception          18  (Amazing)
Craft               11  (Good)
Ego                 8  (Typical)
Knowledge           15  (Great)
Charm               9  (Typical)
 
Total Exp: 80680
Free Exp: 6480
Credits: 1058657
You were promoted to Manager in MUGL Enterprises.
 
You have 8 enemies.
You have 4 allies.
You have 12 friends.
You have 2 relatives.
222 people died during your adventure.
 
You are Slightly Heroic. (5%)
You are Slightly Lawful. (20%)
You are Slightly Shy. (19%)
You are Passionate. (39%)
You are Extremely Melancholy. (100%)
You are Extremely Renowned. (82%)
You are Slightly Spiritual. (9%)
 
Tech Vulture
  When awarded salvage, you'll grab everything worth taking. (use repair to gain more salvage and spare parts)
Idealist Blood
  Your family heritage includes some genetic engineering. (+1 to three random stats)
Innovation
  You are a master of mecha engineering. (may install more equipment into mecha than normally possible)
Camaraderie
  Your friends all want to take part in your adventure. (May recruit friends as lancemates)
 
Mecha Gunnery     +12
Mecha Fighting     +11
Mecha Piloting     +13
Ranged Combat     +12
Close Combat     +11
Dodge     +13
Vitality     +10
Athletics     +10
Concentration     +8
Initiative     +14
Repair     +10
Electronic Warfare     +11
Conversation     +10
Mecha Engineering     +10
 
  +Antibiotic Pill
  +Antibiotic Pill
  +Antibiotic Pill
  +Poison Antidote
  +Poison Antidote
  +Poison Antidote
  +Survival Bar
  +Survival Bar
  +Survival Bar
  +Survival Bar
  +Survival Bar
  +Survival Bar
  +Regen Boost Pill
  +Regen Boost Pill
  +Regen Boost Pill
  +Regen Boost Pill
  +Regen Boost Pill
  +Quick Fix Pill
  +Quick Fix Pill
  +Quick Fix Pill
  +Quick Fix Pill
  +Quick Fix Pill
  +Quick Fix Pill
  +Quick Fix Pill
  +MonoShuriken
   DC13 (Sp) RNG:T BV:10 1/1a ARMORPIERCING SWARM ARC:F90
  +MonoShuriken
   DC13 (Sp) RNG:T BV:10 1/1a ARMORPIERCING SWARM ARC:F90
  +Quick Fix Pill
  +Quick Fix Pill
  +Quick Fix Pill
  +Quick Fix Pill
  +Quick Fix Pill
  +Nutrient Pill
  +Nutrient Pill
  +Nutrient Pill
  +Nutrient Pill
  +Nutrient Pill
  +Nutrient Pill
  +Nutrient Pill
  +Nutrient Pill
  +Nutrient Pill
  +Nutrient Pill
  +Deathwing
   DC8 Melee Weapon (Re) ACC:+0 SPD:1 BURN THROWN RETURN POISON ARC:F90
    +Fire Token
     Melee AddOn DC:+1 BURN
  +Neural Regenerator
  +MonoShuriken
   DC13 (Sp) RNG:T BV:10 1/1a ARMORPIERCING SWARM ARC:F90
  +MonoShuriken
   DC13 (Sp) RNG:T BV:10 1/1a ARMORPIERCING SWARM ARC:F90
  +MonoShuriken
   DC13 (Sp) RNG:T BV:10 1/1a ARMORPIERCING SWARM ARC:F90
  +MonoShuriken
   DC13 (Sp) RNG:T BV:10 1/1a ARMORPIERCING SWARM ARC:F90
  +MonoShuriken
   DC13 (Sp) RNG:T BV:10 1/1a ARMORPIERCING SWARM ARC:F90
  +MonoShuriken
   DC13 (Sp) RNG:T BV:10 1/1a ARMORPIERCING SWARM ARC:F90
  +MonoShuriken
   DC13 (Sp) RNG:T BV:10 1/1a ARMORPIERCING SWARM ARC:F90
  +Mecha Welding Set
   Repair 2998 DP
  +Mecha Welding Set
   Repair 2030 DP
  >Head
    +CommSet Earring
     Phone
    +Allure Helm
     Class 2 Head Armor, +0.5 Charm, Hardened, Phone, Sealed
  >Body
    +Allure SkinSuit Suit
     Class 2 Body Armor, +0.5 Charm; Class 3 Space Flight Jets, Hardened, Sealed
      >Space Flight Jets
       Class 3 Space Flight Jets
  >Right Arm
    +Power Armband
     Class 6 Power Source
      >Battery
       Class 6 Power Source
    +Allure SkinSuit Sleeve
     Class 2 Arm Armor, +0.5 Charm, Hardened, Sealed
    >Right Hand
      +Exorg Rifle
       DC14 Beam Gun (Re) RNG:8-16-24 ACC:+1 SPD:3 EP:28/475   ARC:F180
        +Jade Disc
         Class 6 Power Source
        +Gyro Mount
         Rifle AddOn ACC:+1 SPD:+1
  >Left Arm
    +Exorg Shield
     Defense +2; DC14 Energy Weapon (Re) RNG:2 ACC:+0 SPD:3 EP:26/475 EXTEND BRUTAL ARC:F180, Anti-Beam
      >Beam Blade
       DC14 Energy Weapon (Re) RNG:2 ACC:+0 SPD:3 EP:26/475 EXTEND BRUTAL ARC:F180
        +Jade Disc
         Class 6 Power Source
    +Data Bracelet
     Class 3 Computer; 2/6 ZeG Free; Class 1 Power Source, Memo, Email, News
      >Computer
       Class 3 Computer; 2/6 ZeG Free
        >FreezeFrame Personal
         +2 Target Speed Compensation (SF:0); 2 ZeG
        >Robot Buyer's Guide
         Robot Infodex; 1 ZeG
        >Wildlife Recognition Guide
         Creature Infodex; 1 ZeG
      >Battery
       Class 1 Power Source
    +Allure SkinSuit Sleeve
     Class 2 Arm Armor, +0.5 Charm, Hardened, Sealed
    >Left Hand
  >Right Leg
    +Allure SkinSuit Legging
     Class 2 Leg Armor, +0.5 Charm, Hardened, Sealed
  >Left Leg
    +Allure SkinSuit Legging
     Class 2 Leg Armor, +0.5 Charm, Hardened, Sealed
  >Cybereyes
   +1 Perception, -1 Charm.
  >Muscle Bonding
   +1 Body.
 
...
Start of Episode 1.
 Eyszoter reminded you about your meeting with Anplusuc.
 You returned the Peacemaker Revolver to Ukkrud.
 You nearly died in the S.S. Kugymo, L2.
 Anplusuc hired you to recover a lost datachip.
 Jangvoad offered to become your trainer after you recovered the Szczerbiec Sword.
 You nearly died in Lower Wynter's Mine, L4a.
 You learned that Ugsjin Uln had the Datachip.
 You challenged Ozvicosuk to learn the location of Ugsjin Uln.
 You defeated Ozvicosuk in a duel.
 Ugsjin Uln stole the Datachip for someone named Ely Enuw.
 You recovered the Datachip from Ugsjin Uln.
 You decided to go defend Fuchal Spinner.
...
Start of Episode 2.
 You learned that Ely Enuw was working for the Red Mask Raiders.
 You fought Ely Enuw and his lance.
 You decided to follow the action to Tohru Spinner.
...
Start of Episode 3.
 You helped Howuca attack the CometBurger main office.
 Etsbo Nyz hired you to recover a lost datachip.
 You helped McCabe with the rebuilding of Tohru Spinner.
 Ely Enuw challenged you to find the Datachip before he did.
 You learned that Unbojb Maiypa had the Datachip.
 You challenged Ehrex to learn the location of Unbojb Maiypa.
 You defeated Ehrex in a duel.
 You gave Unbojb Maiypa your number, and asked him to call.
 You recovered the Datachip from Unbojb Maiypa.
 You decided to follow the action to Wagner Spinner.
...
Start of Episode 4.
 Ukkrud brought you to her favorite scrapyard.
 You saved the Cavalier's Club from Ujyhib.
 Imhiwp offered to let you join the mecha fights at McCabe's Project.
 You were crowned champion of Oyvunp Roeye's Quarry.
 Zegabogm offered to join forces with you against Ely Enuw.
 You convinced Ejcic Geket to help in the upcoming battle.
 You learned from Osbukr that the raiders were in Wagner Station Exterior.
 Zegabogm joined your lance to go fight Ely Enuw in Wagner Station Exterior.
 Ely Enuw was ordered to defeat you or be fired.
 You defeated Ely Enuw, who was fired by Termiaiqb.
 You decided to follow the action to Maquise Spinner.
...
Start of Episode 5.
 Docgodet thanked you for helping the orphans of Gaos Spinner.
 You helped Rishtan open his customization shop in Gaos Spinner.
 You were crowned champion of the Steel Arena.
 Aran sent you to intercept a group of mecha from the Red Mask Raiders.
 You learned from Guxleo that the raiders were in Maquise Station Exterior.
 After defeating his lance, Termiaiqb appeared to fight you personally.
 You defeated Termiaiqb, earning his respect.
 You decided to follow the action to Theles Spinner.
...
Start of Episode 6.
 Emtoni in Tohru Spinner told you about the space monster Aigaion.
 You defeated the space monster Aigaion.
 You nearly died in the Gladiator Pit.
 You were crowned champion of the Gladiator Pit.
 Nowahi O sent you to investigate an odd sensor reading.
 You convinced Arxih Ojxote to help in the upcoming battle.
 Retap left before you could learn where the raiders were.
 You trailed Retap to the raider's base in Theles Station Exterior.
 You were attacked by Termiaiqb's henchmen.
 You decided to follow the action to Fuchal Spinner.
...
Start of Episode 7.
 Numu Uwas hired you to recover a lost datachip.
 Termiaiqb challenged you to find the Datachip before he did.
 Acgos Ihgufc gave you some new equipment to use against Termiaiqb.
 Gilmyv Iuls revealed the location of Uzhfas's Pirate Ship in Fuchal Station Exterior.
 You gained the Datachip from the pirate Uzhfas.
 You decided to go defend Theles Spinner.
...
Start of Episode 8.
 You nearly died in Muhigu's Black Market.
 Nowahi O hired you to prevent Termiaiqb's latest heist.
 Qiqakay Naurn sent you to aid a patrol in Theles Station Exterior which had been trailing Termiaiqb.
 You defeated Ajppyl in a duel.
 You convinced Ajppyl to help in the upcoming battle.
 You rescued the recon team, who revealed Termiaiqb's location.
 You fought Cuugepo Eftbes of the Red Mask Raiders.
 You were ambushed by Termiaiqb, but Keight and Qigume came to your aid.
 With their help you defeated Termiaiqb's lance.
 You decided to seek a new mecha in Fuchal Spinner.
...
Start of Episode 9.
 Havelock offered to train you in mecha combat.
 You nearly died in Cayley Caves, L3.
 You nearly died in Cayley Caves, L3.
 You gave the scientist's dataslate to Zidni.
 You saved the Cavalier's Club from Ujyhib.
 You were crowned champion at the Privateer Arena.
 Artemis in Athera Spinner offered to teach you about performance.
 You helped Parshall open an asteroid resort.
 Numu Uwas told you about Gyhov's mission.
 Gyhov hired you to locate and defeat some convoy raiders.
 Azdcynduj left before you could learn where the raiders were.
 You defeated Ruxisg in a duel.
 You convinced Ruxisg to help in the upcoming battle.
 You trailed Azdcynduj to the raider's base in Fuchal Station Exterior.
 You found a cargo ship under attack by bandits.
 You decided to protect Theles Spinner.
...
Start of Episode 10.
 You were crowned champion of the Valhalla Arena.
 Emtoni in Tohru Spinner told you about the space monster Aigaion.
 You were crowned champion of the Rocket Arena.
 Qonmuyam hired you to investigate things.
 You learned that your enemies were in town looking for something.
 Yermonor left before you could learn where the raiders were.
 You trailed Yermonor to the raider's base in Theles Spinner.
 You learned that Termiaiqb was looking for the Cube of Koeneke.
 You decided to protect Xianzai Spinner.
...
Start of Episode 11.
 Ownyaju Golatj hired you to investigate things.
 You learned that Termiaiqb was in town to see Yhrto Ub.
 You learned that Yhrto Ub had been kidnapped by the Red Mask Raiders.
 Tatuky Itstyb revealed the location of Termiaiqb's Secret Base in Xianzai Station Exterior.
 You learned that Termiaiqb didn't actually kidnap Yhrto Ub.
 Termiaiqb expressed regret that the two of you were enemies.
 Yhrto Ub taught you a few things about mecha combat.
 You decided to protect Rishiri Spinner.
...
Start of Episode 12.
 Oast Onnipd hired you to recover a lost datachip.
 You learned that Ekddes Gunlo had the Datachip.
 You tracked Ekddes Gunlo's henchmen to Rishiri Station Exterior.
 Ekddes Gunlo was using the Datachip as bait to lure you into a trap.
 You escaped from Ekddes Gunlo's mobile base right before it exploded.
 Termiaiqb swore revenge against you for killing his friend Ekddes Gunlo.
...
Start of Episode 13.
 You found Wagner Spinner under the control of the Red Mask Raiders.
 You bought the security codes to Termiaiqb's Command Base.
 Acpot revealed that the armory had been captured.
 You liberated the armory from the Red Mask Raiders.
 You tracked Termiaiqb's henchmen to Wagner Spinner.
 You raided Termiaiqb's command bunker.
 You arrived too late to prevent Termiaiqb's forces from launching.
 You defeated Gaymyc Han's lance.
 Your enemies sent the assassin Tizuh to kill you.
 You defeated Mikhidipu's lance.
 You defeated Ely Enuw's lance.
 You have completely destroyed Termiaiqb's forces, and with them the Red Mask Raiders's plans for domination.
 With the Red Mask Raiders defeated, life slowly returns to normal. Wagner Spinner begins the process of rebuilding from the battle.
 Having failed her one too many times, Queen Madas marks Termiaiqb for death; he spends the rest of his life in hiding.
MMS-02 Green Monica Pixie
  +Mecha Welding Set
   Repair 2263 DP
  +Mecha Welding Set
   Repair 3000 DP
  +Mecha Welding Set
   Repair 3000 DP
  >Head
   Hardened
    +Class 5 Head Armor
     Class 5 Head Armor; Class 4 Arc Thrusters, Integral
      >Arc Thrusters
       Class 4 Arc Thrusters, Integral
    >Class 7 Sensors
    >Class 6 ECM Suite
    >Intercept Laser
     DC5x10 Beam Gun (Re) RNG:12-24-36 ACC:+1 SPD:3 EP:125/3010 INTERCEPT ARC:F180, Integral
    >Computer
     Class 4 Computer; 20/200 ZeG Free
      >Target Analyzer
       Mecha Infodex; 30 ZeG
      >C232 Advanced Reflex Control
       +3 Maneuver (SF:2); 150 ZeG
  >Body
   Hardened
    +Class 6 Body Armor
     Class 6 Body Armor; Class 4 Arc Thrusters, Integral
      >Arc Thrusters
       Class 4 Arc Thrusters, Integral
    >Cockpit
     Tech Vulture, Idealist Blood, Innovation, Camaraderie
    >Engine
     Class 4
    >Gyroscope
     Class 1
    >Computer
     Class 5 Computer; 0/250 ZeG Free
      >K-Trak Target Aid
       +4 Target Speed Compensation (SF:2); 100 ZeG
      >BAS Firing Interface
       +3 Targeting (SF:2); 150 ZeG
    >Magic Beam
     DC8x10 Beam Gun (Re) RNG:32-64-96 ACC:+1 SPD:1 EP:200/3010 EXPERIMENTAL ARC:F90, Integral
    >Right Torso Mount
      +ML:Raijin Bombs 16
       DC0x10 Missile Launcher (Pe) RNG:44-72-100 SPD:2EMPTY ARC:F90
        >Raijin Bombs
         DC5x10 (Pe) 0/16a SWARM BLIND OVERLOAD ARC:F90
    >Left Torso Mount
      +ML:Sparkle Missiles 60
       DC3x10 RNG:44-72-100 ACC:+1 SPD:2 30/60a SWARM OVERLOAD  ARC:F90
        >Sparkle Missiles
         DC3x10 (Pe) 30/60a SWARM OVERLOAD ARC:F90
  >Right Arm
   Hardened
    +Class 5 Arm Armor
     Class 5 Arm Armor; Class 3 Arc Thrusters, Integral
      >Arc Thrusters
       Class 3 Arc Thrusters, Integral
    >Right Hand
      +Railgun
       DC8x10 Gun (Re) RNG:24-48-72 ACC:+0 SPD:2 BV:5 50/100a ARMORPIERCING  30mm ferrous ARC:F180
        >DC8x10 30mm ferrous x 50
         DC8x10 (Pe) 50/100a ARMORPIERCING ARC:F90
    >Particle Cannon
     DC2x10 Beam Gun (Re) RNG:28-56-84 ACC:+1 SPD:3 EP:50/3010 OVERLOAD ANTIAIR ARC:F180
    >Overchargers
     Class 4 Overchargers, Integral
    >Right Arm Mount
      +Pixie Rifle
       DC6x10 Beam Gun (Re) RNG:20-40-60 ACC:+1 SPD:3 EP:150/3010 BRUTAL ARC:F180
        >Sparkling Lash
         DC12x10 Energy Weapon (Sp) RNG:8 ACC:+0 SPD:2 EP:200/3010 EXTEND FLAIL ARC:F180, Integral
  >Left Arm
   Hardened
    +Class 5 Arm Armor
     Class 5 Arm Armor; Class 4 Arc Thrusters, Integral
      >Arc Thrusters
       Class 4 Arc Thrusters, Integral
    +Class 5 Beam Shield
     Defense +3
    >Left Hand
    >Overchargers
     Class 4 Overchargers, Integral
    >Heavy Actuators
     Class 5 Heavy Actuators
  >Right Leg
   Hardened
    +Class 5 Leg Armor
     Class 5 Leg Armor; Class 4 Arc Thrusters, Integral
      >Arc Thrusters
       Class 4 Arc Thrusters, Integral
    >Arc Thrusters
     Class 5 Arc Thrusters
    >Right Leg Mount
  >Left Leg
   Hardened
    +Class 5 Leg Armor
     Class 5 Leg Armor; Class 4 Arc Thrusters, Integral
      >Arc Thrusters
       Class 4 Arc Thrusters, Integral
    >Arc Thrusters
     Class 5 Arc Thrusters
    >Left Leg Mount
  >Right Wing
   Hardened
    >Arc Thrusters
     Class 6 Arc Thrusters, Integral
    >Right Wing Mount
      +Heavy Pulse Cannon
       DC8x10 Beam Gun (Re) RNG:24-48-72 ACC:-1 SPD:1 BV:6 EP:200/3010 ARC:F90
    >Heavy Actuators
     Class 5 Heavy Actuators
  >Left Wing
   Hardened
    >Arc Thrusters
     Class 6 Arc Thrusters, Integral
    >Left Wing Mount
      +Ink Sprayer
       DC9x10 Gun (Re) RNG:20-40 ACC:+0 SPD:3 17/20a BLIND OVERLOAD LINE BRUTAL Chemical ARC:F90
        >DC9x10 Chemical x 17
         DC9x10 (Pe) 17/20a BLIND OVERLOAD ARC:F90
    >Heavy Actuators
     Class 5 Heavy Actuators
 

Offline Joseph Hewitt

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Re: My first GH2 RPG mode victory
« Reply #2 on: April 12, 2010, 08:53:45 PM »
SF0 vs SF2 Content: There are problems in adding set SF2 content, which is why there isn't much of it. In the near future I'll be adding some one-shot but not set events (mostly triggered by events in the core story). Some more SF:0 missions would also be good.

More varied SF2 missions are also something that I need to work on. The idea was to start out with straight combat missions and add in more variety as the PC advances. However, I haven't added any new mission types in ages... this is something I ought to do soon.

SF:0 deaths and cyberware: Your luck was, indeed, due to your lancemate's Medicine skill. I haven't tried playing with much Cyberware lately but two modifications with Ego 8 and no toughness should make things difficult... of course since I haven't tried it myself I can't say if the difficulty in this case is appropriate. I thought before about adding somewhat expensive cyberrejection meds which could prevent dysfunction if taken regularly.

I think high-end cyberware (and low end, for that matter) should get toned down a bit more. Stats are more valuable in GH2 than in GH1, yet some of the high-end stuff has been untouched. I'll try cybering up with my next character and see what happens.

Faction membership: See above about missions. Since everyone just gets generic combat missions there is no difference at the moment (unless you're a police officer).

Skills and talents: Initiative has been toned down (or is it characters without have been toned up?) in the development version. I don't like the idea of altering the Knowledge formula- what skill was so important that you needed 5 extra points of Knowledge?

Lancemate Skills: Already on my list of things to be fixed.

Difficulty: The core story has a set difficulty progression, so it depends on how fast you want to go through it. Choices about methods would be nice, but difficult to implement- basically, each method would require a complete + independent content set. For now I'll try to have defensive missions lean diplomatic and offensive missions lean combat-heavy, with a few special choices thrown in along the way.

Offline Ephafn

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Re: My first GH2 RPG mode victory
« Reply #3 on: April 12, 2010, 10:08:29 PM »
SF0 vs SF2 Content: There are problems in adding set SF2 content, which is why there isn't much of it. In the near future I'll be adding some one-shot but not set events (mostly triggered by events in the core story). Some more SF:0 missions would also be good.

I count one-shot as being "fixed", so that would work.

Skills and talents: Initiative has been toned down (or is it characters without have been toned up?) in the development version. I don't like the idea of altering the Knowledge formula- what skill was so important that you needed 5 extra points of Knowledge?

That's the thing: none of them was. I was pondering getting Spot Weakness or Toughness (for the cyberware), but neither were worth 5 points. 3 points would have made the decision possible. And since I couldn't figure 3 skills I would want to take, Polymath was not an option either. I though for a while to just take the XP penalty (especially at the endgame), and it would probably have been the best idea.

Difficulty: The core story has a set difficulty progression, so it depends on how fast you want to go through it. Choices about methods would be nice, but difficult to implement- basically, each method would require a complete + independent content set. For now I'll try to have defensive missions lean diplomatic and offensive missions lean combat-heavy, with a few special choices thrown in along the way.

I am not that familiar with the core story generator, but wouldn't it be possible to give each core story fragment two tags, one for the consequences, and one for the methods, and only considering one of them depending on the player answer? So a fragment which consist of the player negotiating an alliance would have "GET_ALLY NEGOTIATION", while one which is about saving an attacked spinner would get "GET_ALLY MECHA_COMBAT".

Offline Joseph Hewitt

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Re: My first GH2 RPG mode victory
« Reply #4 on: April 12, 2010, 10:55:41 PM »
The choice isn't the problem, the content is the problem. Each episode has a "Main Course" subplot which alters the story situation (the Context). In general, this Main Course is the main mecha battle. To add different methods, there would need to be new categories of Main Course- diplomacy, personal combat, and so on. Each category would need to be complete. This is to say, it must have a subplot for all possible context states. That's a lot of work.

It's possible that I could do something like the new Encounter/Confrontation system where a small number of generic event skeletons could be expanded with context-specific addons. However, I can't picture an easy way to make diplomatic missions work like that.

Offline Ephafn

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Re: My first GH2 RPG mode victory
« Reply #5 on: April 13, 2010, 05:03:34 PM »
The choice isn't the problem, the content is the problem. Each episode has a "Main Course" subplot which alters the story situation (the Context). In general, this Main Course is the main mecha battle. To add different methods, there would need to be new categories of Main Course- diplomacy, personal combat, and so on. Each category would need to be complete. This is to say, it must have a subplot for all possible context states. That's a lot of work.


Hum... The content is a problem. But what if you don't need to have a subplot for every context?

Right now, you give the player a choice, then you decide on a "Main Course" according to the choice and the context. Why not select 3-4 possible "Main Courses" according to only the context, then have each of these provide a sentence that will be presented to the player to select amongst. Then you can generate the rest of the episode starting from the Main Course.

Of course, to prevent the player to be able to guess which subplot they will get, the sentences would have to be standardized, and each subplot should have multiple possible subplot. As an example, a subplot about saving a spinner from a mecha attack, with a possible diplomatic answer, would present the player with a sentence randomly chosen from:
"I need to protect spinner X from faction Y."
"Maybe diplomacy is the answer?"
"I want to smash things in my mecha." (Since there is a purely mecha-scale "solution" to the subplot)
"Whatever..." (Give no clue at all about the subplot, for adventurous players)

Would such a system be doable?

Offline Kaeoschassis

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Re: My first GH2 RPG mode victory
« Reply #6 on: April 13, 2010, 05:50:26 PM »
I'm not sure what I make of this myself. It seems a little on the complicated side and it'd probably mean a lot of work for you. To be honest I myself am pretty happy with the direction of the dramatic choices right now. However, more diplomatic options for resolving individual episodes could be fun and cater for more players. Not that GH2 has to cater for everyone.

One thing I wanted to chip in and say, though, is that the "Whatever..." option sounds like a fun idea!

Offline Joseph Hewitt

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Re: My first GH2 RPG mode victory
« Reply #7 on: April 13, 2010, 11:25:01 PM »
Would such a system be doable?


That's actually a really good idea... but unfortunately, I don't think it's doable. There are two problems with it. First, there's a huge variability in the number of main courses that can come up for a given context. There might be twenty, there might be only one. This problem could possibly be overcome by categorizing them so that if you get three or four mecha combat components, only one mecha combat option is presented. The second problem is that the main course doesn't get selected until midway through the plot generation process, making it impossible to pick one specifically beforehand. This problem would be much trickier to work around than the previous one since depending on the support components available, even a main course which would be acceptable on its own might not be usable.

Offline Ephafn

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Re: My first GH2 RPG mode victory
« Reply #8 on: April 14, 2010, 03:33:13 PM »
Oh well, I guess that mean the current system won't allow for "consequences"-based dramatic choices without massive new content. Too bad...

Offline Joseph Hewitt

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Re: My first GH2 RPG mode victory
« Reply #9 on: April 14, 2010, 05:24:06 PM »
Oh well, I guess that mean the current system won't allow for "consequences"-based dramatic choices without massive new content. Too bad...

Hm? The current system allows the player to aim for specific consequences, I thought your suggestion was to allow the player to use specific means instead?

Offline Ephafn

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Re: My first GH2 RPG mode victory
« Reply #10 on: April 14, 2010, 05:39:16 PM »
Oh well, I guess that mean the current system won't allow for "consequences"-based dramatic choices without massive new content. Too bad...

Hm? The current system allows the player to aim for specific consequences, I thought your suggestion was to allow the player to use specific means instead?


Errr... Right. Wrote the wrong one. (oups)

Offline Joseph Hewitt

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Re: My first GH2 RPG mode victory
« Reply #11 on: April 14, 2010, 06:44:29 PM »
S'okay, just making sure I wasn't missing anything.