Author Topic: Gearhead 2: Revisited  (Read 3398 times)

Offline Crucifix

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Gearhead 2: Revisited
« on: August 13, 2011, 01:07:13 PM »
So after trying and failing to find my old file (sorry!), I thought that I hadn't actually played Gearhead for a good long while, before the change to the new skillset at very least.

So I gave it a fresh start, and will take the opportunity to raise a few of the things that hit me:

1: The fewer skills thing is mostly pretty neat.

Not having to learn to repair with two different skills: Makes sense and is much better.
Learning Martial Arts "free" when learning useful melee combat skills: Nice bonus considering range beats melee, early game martial arts going to a decent black market works wonders.
Learning how to shoot all point-and-shoot weapons with one skill: Neat!
Dominate Animal/Robotics/Pick Pockets being talents: Makes sense, cool.

This apparently came with a few sacrifices though:

The fact that none of these are documented: Lame.
The fact that skills no longer indicate their associated skill: Annoying.
Losing the Cybertech skill and talents: Makes using Cybertech inevitably cause trauma and dysfunction. This sort of ruins cybertech for me, which is a shame, I loved using an Extropian cyborg. Cybertech already sort of sucked, since a mecha pilot with decent cybertech upped their point value so much their Mebsy could be a Savin, meaning harder opponents and lower exp rewards for defeating them, this change just stops them from being worth the trouble.

Perhaps Extropian could be added as an any-time Talent to ignore 3 pieces of cyberware, or made dependent on the Medicine Skill?

As another possible, why not combine Conversation, Taunt and Intimidation under an umbrella "Communication" skill? Worst case you can then split out specialist Intimidate/Taunt actions with a Talent.

2: I miss Chatting.

It's weird, but it was actually pretty enjoyable just talking to people for information whilst making friends with them. With a character with no Conversation skill and average charm, everyone automatically disliked them and that never altered. Even with the conversation skill it seemed a little strange how even the character's loyal friend and lancemate was never more than lukewarm towards them.

3: The cap on number of skills is pretty harsh - especially considering cybernetic enhancement of your brain doesn't help you meet these caps.

With 1 point in Knowledge, you have 8 skills.
5 points 9 skills.
10 points 10 skills.
With 15 points in Knowledge, you have 11 skills.
20 points 12 skills. - This means without double expenditure, you need 15 points + 7500 Exp worth of choices.

To be a mecha pilot you must have: Mecha Piloting + Mecha Gunnery/Fighting.
Arguably you want Electronic Warfare (since it's hilariously powerful with a decent skill in it).

To be able to get missions you still need conversation (having tried it without conversation, you will get 1 job in 10 or fewer, and forget trying to get performance contracts, the check is Conversation + Charm).

To function in normal personal scale activities you need: Dodge + Armed Combat/Ranged Combat.

To have a chance of success with certain annoying missions (find the mecha flying around in space that doesn't automatically attack you, it's easy to spend over a week of game time without succeeding, especially if the little cuss moves around), Awareness is mandatory.

That's five more or less mandatory skills - you will have to engage in personal level activity sometimes, you will definitely need mecha skills, so without these five, you're pretty much shooting yourself in the foot.

There are 20 other skills, most of which are valuable.

Gold:
Taunt/Intimidate: If I recall, Intimidate is awesome and makes the pilot eject giving you a free mecha, Taunt gives apparently the same thing, along with a chance of stat penalty. I don't know the particulars but I'd assume Intimidate has a higher chance of ejection/surrender. Since a free mecha is one of the best possible things you can get, this is awesome.

Mecha Engineering: The coolest part of the game is playing around with mecha, without this skill, you cannot modify mecha, which is like missing out on half that the game has to offer. Also lets you rescue parts of a lancemate's destroyed mecha after winning via Uninstalling the part then shifting it over to your other mech, which is hugely useful.

Electronic Warfare: It's a second/third dodge roll in a system where avoiding hits is _always_ the best option, with Stunt Driving and this, you have three separate attempts to avoid damage from any source. Since almost everything happens in a mecha, this makes it the next best skill after mecha pilotting.

Repair: Required for the best Talent, Tech Vulture, and gives a nice source of exp by fixing everything yourself.

Perform: Repeatable jobs specifically for the perform skill (one of the few non-mecha jobs around), and its own quest chain mean Perform is one of the coolest skills to have.

Silver:

The second two attack skills: It's tempting to invest in ranged combat to make use of that laser cannon you found, or Mecha Fighting to make use of a shield/Rocket Hammer/Foot, Close Combat to let you parry/block/use your Double Lance.

Spot Weakness: Pretty valuable for both personal and mecha scale combat, since a lot of the time a critical hit is going to be the only way you hit/hurt anything at higher reknowns.

Stealth: Well played stealth + smoke bomb will let you beat enemies you have no hope of beating otherwise, even without Ninjitsu. It appears to constantly check itself whenever you're near someone, so presumably it's always training itself.

Science: Quite a few subplots have science as a required skill, and it can be used in place of code breaking for several others, which isn't bad at all. Robotics is safely ignorable, since there's no personal combat opponent a good Double Lance to the skull can't deal with.

Bronze:

Medicine: Healing is easy and doctors are everywhere. There isn't a quest for a doctor either, though constantly taking care of your own treatment is a nice exp source.
It's best use? Reviving your valuable, valuable lancemates. Last I tried (admittedly a few versions ago), you could patch them up even after an hour or so with a high enough medicine skill.

Code Breaking: No door can't be broken through with a Double Lance, and no box that contains anything better than a gold chain is locked. Useful for Exp and a few pennies, including saving a few k and hours on detectives/professors. It may have a few possible uses breaking into corporation's top floors and snagging a few artifacts, but most of this is pretty forgettable.

Shopping: Fairly forgettable considering how easy it is to make cash, but you get exp for shopping!

Toughness: With decent armour you'll probably not lose health anyway, and health points can be trained directly at a gym regardless. It does protect against getting sick, but once you're well equipped, only a very lucky roach or a filth ball can cause that little problem (even through a sealed, undamaged spacesuit!).

Waste skills:

Survival: Worthless. Survival bars weigh nothing, you can't acquire neat stuff from survival, and there's no wilderness to require it.

Mysticism: Obviously.

Insight: There are no investigation quests, there is very little main-plotwise that can't just be handled through Science, and there's very few general uses for the ability outside of its little niche.

So the problem here, among other things, is that having so few skill slots available is pretty severe disadvantage to select starting careers.

Hacker/Computer Programmer/Corporate Executive/Monk/Police Officer/Priest/Shopkeeper/Spy/Athlete/Firefighter/Forensic Investigator/Journalist/etc: Basically a wasted skill.
Soldier: Redundant skill, since specialising in non-mecha combat is a bit of a waste.
X Pilot: Redundant skill, being able to use the rarely useful melee weapons/shields is borderline worth a precious skill slot.
Construction Worker: Redundant skill, and you'll have to get Gunnery anyway.

Before, big deal, it's not a major issue since you could just pick up an extra skill and have a more fleshed out character, but since with 20 knowledge you've still only got 12 skill slots, you're sacrificing about 10% of your character's abilities if you pick any of the above, or 20% of their talents for a 25% increase in available skills.

You can certainly complete the game without getting all the skills (I pretty much completed the game without conversation after all, though the Perform I took on the character was entirely worthless), but this restriction comes at the expense of a lot of the game's sandbox qualities - want someone good at both shooting *and* hitting things, *and* avoiding things? 25% of your skill slots. Want someone good in a mecha at those same things too? 50% of your skill slots.

I want a character with: Mecha Pilotting, Ranged Combat, Dodge, Mecha Gunnery, Close Combat, Electronic Warfare, Code Breaking, Stealth, Mecha Engineering, Repair, Awareness, Shopping, Conversation, Survival and Taunt.

I want a character with: Mecha Pilotting, Ranged Combat, Close Combat, Dodge, Mecha Gunnery, Electronic Warface, Stealth, Repair, Science, Conversation, Intimidation, Awareness, Medicine, Spot Weakness, Survival and Initiative.

I want a character with: Toughness, Close Combat, Ranged Combat, Repair, Mecha Engineering, Mecha Pilotting, Intimidation, Survival, Science, Mecha Gunnery and Dodge.

Of those I can only manage the third without superhuman effort, and even then it requires 15 knowledge.

And that's a shame considering playing Han Solo, Luke Skywalker and Chewbacca would be pretty cool.

4: You have a house! And a family! And they can join your lance! Maybe.

This. Is. Awesome.
All of it.
Every bit.

Let's hear it for randomly generated siblings in the future, and family based plots, because this has so much potential.

5: Personal scale got some new toys.

Which is neat, the uber-boomerang Fan is great, if a little "Xena", and the Inferno Token, unless I've missed it from before, is a nice new addition to the lonely, lonely sonic token. The Double Lance is still awesomely overpowered though, as might be obvious from how much I mention it. It's faster than any other weapon in the game, deals more damage than all other weapons except the Scythes, Chainsaws or a monowhip, and weighs.... 2 kg, allowing it to be handled one handed. Slap on a decent token and it renders any other melee weapon obsolete. This should probably be considered for a tweak to remove armour piercing (not a mono-double-lance), up the weight (since it currently weighs as much as a monomolecular sword), and/or drop the speed to something slower than a knife.

I still hold onto the dream of giving personal scale activities an overhaul one day, with armband based mounts, Biotech cyberware (most likely trauma free and self-repairing), and more in the way of bio/cybertech in general (like a set of arc jet installed wings, hover boots, a biotech implant that gives you fire breath, just expanding the mecha engineering engine over to the personal scale would give incredible freedom).

The lack of personal scale missions is still a bit grating as well, but until the promised conversion takes place I'll not be messing with missions, though there are several easy possibilities:

Hostage Situation: Pirates/Terrorists/Food Critics have captured a building full of hostages.
Go in with Mecha - Probably a bad choice for the hostages, but take out their escape transportation.
Go and hostage negotiate - Travel unarmed and alone to the front gate to talk to the man for a conversation skill resolution.
Infiltrate - Enter through a side door with Stealth/Code Breaking, assassinate pirates or rescue hostages to follow you to safety.

Lab-Experiment: An underground lab complex full of presumably illegal bioweapons (or indeed, a single, multiple square SF 1+ giant bioweapon) has had a major containment breach. Go in your mecha, possible outcomes include:
Giant Bioweapon erupts forth from underground complex, mech battle time.
Enter complex to engage series of high power enemies, Hunters, things worse than hunters, giant attack robots of doom, Alien knockoffs, it's all good, or just enter a huge arena with a single highly dangerous biomonster.
Report problem to authorities investigating the matter, receive some backup for the mission (even on the SF: 0 scale), lawful boost, lower reward, enmity of mad doctor (mad doc's revenge possible follow-up mission).

Take down warship: Either bluff your way aboard and take out the crew (or destroy the reactor and race a self-destruct out of the ship), or fight it to a standstill with your mech. A noteable alternative is to cripple it, but still need to board it to extract an artifact.

Burning Building: A major fire, fly there as quickly as possible. When inside the burning building (and having seen how fire behaves in Gearhead, this should be plenty dangerous enough), destroy wreckage to reach and talk to NPCs to rescue them (each NPC can presumably have a different response as well), potentially resuscitate a few who have succumbed to the smoke, then escape from the premises without burning to death.

6: NPCs hold grudges like a bored midwife.

I fight a single mission against the Silver Knights raiding a territory. I win. I randomly encounter in the same spinner a patrol by the Silver Knights who challenge me to a duel. I have a War Cry and a Galah, they have a Savin and four Buru Burus or so. I run and lose. For the rest of the game, the Silver Knights will never forgive, never offer any missions, and attack me on sight. Awesome, especially since the rest of the main plotline sent me to Silver Knight dominated spinners over and over again.

Since there's no way to have a mission appear on the map and complete it without consulting the NPC first, how about a goodwill quest or buying forgiveness or something? And how about leaving a faction too? I played an Arena Pilot first and was stuck being a member of the Pro Duellist Association the whole game.

7: Main plot plays through a lot more smoothly.

I liked being able to direct the plot that way (and trouncing my rival so often they became my loyal disciple), and having played through several throwaway characters the various arcs that have emerged are all pleasantly varied.

8: Lancemate limit buggy.

Having completed the Cavalier's Club second floor mission the game specifically stated something along the lines of "You are winner! +1 Max Members for Lance!". Beat the aforementioned rival, can I add 'em? No. One lancemate limit. Am I missing something?

I'm about to play through again with a new, cyber-free character with conversation skills, not wasting three skills in having extraneous combat skills, and see if I can't squeeze in Science, Perform and Code Breaking, so I'll probably add more as I think of/come across it.

Edit: It occurs to me that I forgot to mention Initiative! Initiative one of the most powerful skills in the game! Duh me. This skill is so good it's all but mandatory, without it, you can never take more than two actions per minute. With a 16 Speed stat and 6 initiative you take four actions a minute, attack twice as fast, move twice as fast, in a game about action economy, nothing beats it. This just about means six instead of five mandatory skills if you care about effectiveness of your characters.
« Last Edit: August 13, 2011, 02:28:43 PM by Crucifix »

Offline Erathoniel

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Re: Gearhead 2: Revisited
« Reply #1 on: August 14, 2011, 07:30:12 AM »
Doesn't Survival make the character stay happy, or was that removed some time (or am I just crazy)?

Either way, looks pretty good.

Offline Crucifix

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Re: Gearhead 2: Revisited
« Reply #2 on: August 14, 2011, 01:53:33 PM »
Doesn't Survival make the character stay happy, or was that removed some time (or am I just crazy)?

Either way, looks pretty good.


I honestly don't know, even if it does, I could achieve the same result via eating a chocolate bar (the inside of my characters' cockpits must always be full of junk food).  That's the main problem with survival (and medicine/toughness), it does nothing that can't be emulated by a small investment of cash (including lancemates).

9: Idealist Blood Knowledge doesn't allow extra skills?

Looking at my character with 20 knowledge, seeing 'em get no additional skills. Up it by 1 to 21 and finally get that extra skill slot. Either it's getting harder to add slots or Idealism doesn't actually help much outside of skill rolls. Something weird there.

10: Long Range Scanner?

First time I've even looked at it, Trailblazer has a Long Range Scanner. What is it? What does it do?

11: Finally found stuff to do!

They're pretty well hidden, but actual uses for skills are scattered around the place. Unfortunately they're still rare enough and simple enough to handle that it's honestly more worthwhile wasting a talent on Jack of all Trades to get them done than it is to waste a skill slot on all the one-use skills. Having used Code Breaking this game however, still highly underwhelmed, whilst taunt isn't anywhere near as valuable as intimidate is, regretting taking it now.

12: Pressing the "Go max speed" button when jumping.... Wastes your turn.

This is incredibly annoying. Obviously I want to go forward as fast as possible, that's why I'm hammering the + key. If it's really a bother to just go with it and let me jump without standing there for 30 seconds getting shot, just have it fail and take no time, rather than be functionally identical to pressing "wait".

13:
Well I found Extropian by save-editting figures, and it apparently needs some figure of Pragmatism to achieve now. I'd still prefer it to be based off of the power of SCIENCE!, but at least it still exists. Unfortunately the description as of now says "5 extra "points" of cyberware with no chance of dysfunction".

This raises a few questions.

What is a "point" of cyberware?
Does this mean the player receives a free "point" or more of cyberware with no chance of dysfunction without the extropian skill?
« Last Edit: August 14, 2011, 02:43:42 PM by Crucifix »

Offline Daemonward

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Re: Gearhead 2: Revisited
« Reply #3 on: August 14, 2011, 04:11:05 PM »
10: Long Range Scanner?

First time I've even looked at it, Trailblazer has a Long Range Scanner. What is it? What does it do?


Using a long range scanner will light up any unseen encounters or models within range, at the price of lots of energy. The Trailblazer (range 2), Crown, and Radcliff (both range 4) are the only mecha with Long Range Scanners. This makes Awareness marginally less important.

13:
Well I found Extropian by save-editting figures, and it apparently needs some figure of Pragmatism to achieve now. I'd still prefer it to be based off of the power of SCIENCE!, but at least it still exists. Unfortunately the description as of now says "5 extra "points" of cyberware with no chance of dysfunction".

This raises a few questions.

What is a "point" of cyberware?
Does this mean the player receives a free "point" or more of cyberware with no chance of dysfunction without the extropian skill?


It is referring to "points" of Trauma. In GH2, the character can safely endure Ego/4 (+5 with Extropian) points of trauma. If this limit is exceeded, addition trauma will begin to accrue over time, eventually resulting in the development of cyberdisfunctions.

The wiki article has more information: http://gearheadrpg.com/wiki/index.php?title=Cyberware#GearHead_2_Cyberware

Offline Crucifix

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Re: Gearhead 2: Revisited
« Reply #4 on: August 16, 2011, 12:49:41 AM »
Awesome, thanks for explaining that.

14: Ego is borderline useless.

Ego now has two uses. Cyberware and Intimidation. Mysticism is still useless. Yet to get a decent amount of tech inside, you need to pump Ego like there's no tomorrow (to get an Optical Spine requires no less than 20 Ego).

One possible, easy use for Mysticism, since there seems to be a lot of Eastern spirituality in there, would be to meditate. This would restore MP, have a low chance of restoring a few SP, and improve your mood a little - no shrine necessary, just self target. The worse your mood and lower your stamina/mental points, the harder the check, until a Zen Master could slip into a brief medititive state in the lull between his mecha pulling around for another run.

At higher levels, the power of this self-administered placebo could even cure a (very) few points of health.

This would justify its existence as a skill (and make up for the few places it could come in handy), whilst still being firmly in the the realms of the demonstrable effects.

This would also open up a potential talent:

Working Meditation: You may lose yourself in your work, reducing the MP cost and improving your mood as you do it.

Roll a Mysticism check when you're performing, doing medicine, repairing, blah blah blah, if successful, you gain morale and recover some of the MP costs.

15: Many melee weapons are now useless.

Considering that by having ~3 points in close combat, my hands are now registered as lethal weapons with L5-Law, the appeal of the Bayonet, Haft Spike, Beam Knife and Survival Knife is.... pretty non-existent. Might it be an idea to bump these or give them better penetration than fists receive?

16: Regular activities.

Part of the problem with certain skills (Insight, Codebreaking primarily) is that whilst there exist a few high level uses for the skills (very few, in the case of Insight), there are no day to day activities that really require them. Not only does this mean that raising them is harder, but that there's less motivation to improve them in the first place.

One solution for these is through regular mission props, both those specific to a mission (say the dead body in a whodunnit, or an asteroid in space you need to hover your mech next to to take some science readings), and resources you might need to access now and again as an alternative "source":

"Georg Ipai knows where to find Pudin Anpi's hideout." But you might also check the computer terminals at your local library and perform yourself a code-breaking google search on a terminal to hack the guy's email account. You might use insight instead to find out where he tends to eat his meals, then track him down.

Regular, small things like this would be fodder for improvement as well as justification for having a skill - you'd actually use it in your day to day life after all.
« Last Edit: August 16, 2011, 02:51:57 AM by Crucifix »

Offline Crucifix

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Re: Gearhead 2: Revisited
« Reply #5 on: August 17, 2011, 05:06:52 AM »
15: Factions are not equal.

I love being a Silver Knight. They get a cool silver sword (even though mechanically it's a slightly faster Monosword/Superior Chainsword), they get two awesome sets of armour, they get a chaplain (who teaches Science instead of Mysticism, awesome?), they have trainers that cover *all* the combat monkey traits,   get a decent starting set of armour, and they get pretty much the best armour in the game - Paladin gear, which not only has great stats (+3 Body, +1 Perception, +1 Reflex, +1 Speed!) but has Hover Jets! They also field their own cyberdoc, and they're the law abiding virtuous ones who are all about justice and stuff, so.... awesome. Three trainers minimum (the only thing they miss I believe is Perform), a dedicated shop with only their stuff, which is unique, powerful and cool, and unlike a mecha, you're not likely to find someone running around carrying a Greatsword and Paladin suit to gank with abandon.

Compare this with the Privateers. Am I missing something, or do they not even have a cool fortress of solitude? They have basic trainers, no cool gear, nothing special.

Compare it even with the Rocket Stars their closest competitor, where's their Rocket Star Cane and outfit so outrageously fashionable it gives a stealth penalty?

I know that the Knights have a terrible colour scheme (honestly so do most of the other factions), but really I hope that every faction gets their own HQ with associated trainers, gear and other benefits to make being a member - heck, even Corporations should give high ranking employees a penthouse or something with an aide in to dogsbody for you. I'll probably end up making my own series of faction-specific toys so I can have a playthrough with another faction without feeling like I'm missing out.

Offline Crucifix

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Re: Gearhead 2: Revisited
« Reply #6 on: August 17, 2011, 01:10:34 PM »
Great to see progress reports all of a sudden whilst I'm just playing through again. :D

16: Robotics is hard. =(

Okay, so I'm trying to make Pinnochio the real boy, looking at the guidelines on the talent, apparently I need 11 skill to make a humanoid. I have 12, and still can't manage. Is there a major reason here, or am I just too low still?

That said, Robotics is also awesome, the only downside is I can't complete the game then play through as L-4G0-M-0RF, my bunny-hat wearing robot lancemate in a newgame+, making it a talent off science was genius, my latest character is a Badass Engineer who for some reason is tearing through encounters he's no business doing so with his rocket rifle and androbot buddy, when he finally gets his first lancemate (the one time he hired a human was a misclick, so he got fired again pretty fast) that can pilot a mecha he'll easily be in my top three funnest GH characters.


If someone familiar with the mechanicals knows off the top of their head, in the new system what is the minimum trauma of a cybertech implant that has no stats?
« Last Edit: August 17, 2011, 02:06:36 PM by Crucifix »

Offline Joseph Hewitt

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Re: Gearhead 2: Revisited
« Reply #7 on: August 17, 2011, 06:14:35 PM »
Instead of choosing a specific body, I think that in the future you should be able to choose a role for the robots you build- attacker, defender (what's the robotic equivalent of meatshield?), helper (gets repair or other skills), etc. For sentient robots the roles could be companion (for humanoid models) or pet (for robodogs and the like).

Offline Crucifix

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Re: Gearhead 2: Revisited
« Reply #8 on: August 18, 2011, 01:44:56 AM »
Instead of choosing a specific body, I think that in the future you should be able to choose a role for the robots you build- attacker, defender (what's the robotic equivalent of meatshield?), helper (gets repair or other skills), etc. For sentient robots the roles could be companion (for humanoid models) or pet (for robodogs and the like).


I think this is a great idea ("Guardian" or "Bodyguard" maybe?). Given the game system lets you shoot over the heads of anything to hit the thing behind it, how would a bodyguard type work?

Maybe you could include a personal scale skill program in the creation process that would set the type for a non-sentient? Like, want a medidroid, include a medical program type thing?

In a broader sense, maybe lancemates having the same skill as you should be handled as a bonus when they're nearby, so your science-guy can make a science-bot to help him without it being a stunningly wasteful idea?

My save corrupted on my Engineer (not the engine's fault, power cut out mid-save), so I'll have to be starting up a new character. At least I've learned that taking all the armour off a Phoenix and replacing its legs with those of a Warcry = Unbeatable warmachine.

That and Rust. Acid Cannons are amazing.

17: Personal combat could use some of the great stuff from mecha combat.

A lot of neat stuff would be doable with just something like a simple flamethrower. Burn, Blind (Ink Cannon?), Rust (Acid Spray?), Poison/Disease (Biospray). This is mainly just a content issue but it would be awesome to extend personal combat to the same level as mecha combat, right now it's mainly about dealing as much damage as possible.

I know that there are plans to do something about stun weapons, as one suggestion, could non-lethal be changed to be more like the OVERLOAD effect, and give stacking disadvantages to the target directly? I notice that a Haywire/Overloaded mecha pilot was way more likely to eject (despite my guy having a lowish ego and no intimidate), and quickly could be penalised to -7's to hit and dodge. Piling on low damage overloads, haywires and rusts got a healthy pile of mecha even without the tech vulture talent.

18: Salvage.

I sort of like salvage. It keeps me actually wanting new jobs even after the point where enemy patrols attack me on sight to give me free mecha, and I've not been hurting for money on any of my characters (especially the Engineer, who'd just walk around in danger zones between jobs killing cleanbots for those magical, magical Spare Parts). The main problem is that it doesn't make much sense - I've been flying this Bargol for a month now, why is it still "salvage" when I've hand-picked every part from other mecha I've bought and paid for? Why is the fact it's salvaged a serious penalty to its value?
Why is this sword I picked up, totally undamaged, at a fraction of its value, it sells for less than a survival knife does.  ???
How does the shop keeper know that this Torso Mount on my store-bought and lovingly customised Golden Savin is salvaged, and offer me £50 less for the whole mech?

One, possibly unpopular, option that would "make sense" to me is that salvaged mecha are simply "damaged goods", and they should receive a -1/-1 MV/TR penalty, or a -1 DV penalty for weapons, or a -33% maximum health for other components, which drastically lowers their value.

This could then be fixed by paying a high amount at the mechanic (or attempting a high DC repair check with a lot of repair fuel), removing the penalty, the word Salvage, and restoring its value, whilst stopping the player from turning a profit from their find.

A talent which makes a character better at refitting salvaged mecha (Used Car Salesman?) would save the player a lot of time and money, maybe even let them turn a decent profit from the activity. Meanwhile if a salvaged mech was really that much better than their own, a poor player could still make use of them until they had enough money to repair it to a pristine state.

"Mission" idea: Rumour: There's been a major battle between the %F1 and the %F2 in %Location, there are destroyed mecha parts everywhere.

Go to the location (possibly one you have to locate yourself), and there are mecha here for the Repairman to scavenge, there are potentially still pilots inside, for the medicinally inclined, there's potentially the artifact-containing-ruin/scientific discovery/biolab, and there's potentially pirates who came there with the same idea, a lot of very different missions from a single rumour type.

Offline Crucifix

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Re: Gearhead 2: Revisited
« Reply #9 on: August 18, 2011, 02:25:16 AM »
I appear to have hit against a minor bug with my new game. William the Journalist apparently managed to pick up Mecha Fighting, despite never having flown in his mecha, not having spent any of his Experience points, and only just having started the game.

I'd wonder if it was because of his parent-Exp, except his single parent mother is a Singer.

Since I wanted to pick up Stealth, Medicine, Electronic Warfare and potentially Science for the game, looks like I'm going to be experiencing a pretty much constant exp penalty, we'll see how grindy the game gets with it.

Bug #2, though this may just be an oversight. Episode 1:  William the Journalist is doing great, despite levelling slowly. He got a gaunt as salvage in the first mecha fight in his career (I have no idea how he managed it, he literally hit it once with a plasma bayonet, killing the driver instantly), and he's been wrecking the early missions without taking a scratch (though he almost died twice to murderous roaches in personal scale, those suckers are lethal).

So, he meets his nemisis in Theles Interior, the one who destiny has chosen as a rival for all time.... Loahowp Aszire. A self-proclaimed newbie in a Buru Buru.
....
Okay, fair enough. They do glorious battle, Will takes out the guy's lancemate (ejection and keeping the mecha, another Buru Buru), and I decide after blowing away Aszire's arm to train me up some melee skills, maybe get a second mech, so I start charging the guy and making with some low damage mecha punches. Eventually I end up destroying the buru buru by mistake.... And killed the Nemesis.

Now here I was hoping that this would lead to some awesome Nemesis' Love Interest/considerably more hardcore parent coming along and having this awesome revenge style plot.... Or that a new nemesis would show up and the old one simply forgotten, which has happened to me a few times later in the plotline. William got his reward money, picked the heroic option (due to a lack of better self-interested ones, who would tell a bounty hunter they're going to pillage and burn things?), and off he goes to the next spinner, where Loahowp Aszire has been causing trouble.

.... So yeah, I have a zombie nemesis.
« Last Edit: August 18, 2011, 04:16:22 AM by Crucifix »

Offline Daemonward

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Re: Gearhead 2: Revisited
« Reply #10 on: August 18, 2011, 06:17:13 PM »
If someone familiar with the mechanicals knows off the top of their head, in the new system what is the minimum trauma of a cybertech implant that has no stats?


Looking at ghmodule.pp, the equation for calculating the trauma value of a cyberware implant is this:

Stat bonuses (ignore penalties) + net skill bonuses + 1 per basic combat skill modified.

Cyberware stat modifiers can range from -3 to +5, but skill modifiers can only range from +1 to +3. If a cyberware implant had no stat modifiers and no skill modifiers, then the trauma value should be 0.

Offline Crucifix

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Re: Gearhead 2: Revisited
« Reply #11 on: August 19, 2011, 01:59:27 AM »
If someone familiar with the mechanicals knows off the top of their head, in the new system what is the minimum trauma of a cybertech implant that has no stats?


Looking at ghmodule.pp, the equation for calculating the trauma value of a cyberware implant is this:

Stat bonuses (ignore penalties) + net skill bonuses + 1 per basic combat skill modified.

Cyberware stat modifiers can range from -3 to +5, but skill modifiers can only range from +1 to +3. If a cyberware implant had no stat modifiers and no skill modifiers, then the trauma value should be 0.


Awesome, thanks a lot. I was thinking of making a range of replacement bodyparts, so you could repair injuries without trauma, and in the previous system trauma always seemed to accumlate, even with trauma set to 0. I'll give it a try at some point.


Killed my nemesis again (and for my blood-letting, was recruited by the police, yay!). Only time will tell if Zeus rises him from his grave once more. Still eating an exp penalty, which hasn't stopped him from hitting Dodge 8 so far, but this brings me to a minor issue:

19: There's no obvious way to look at my character sheet.

I can't just open up a character details page and check what my skills are up to, which means I have to go into "Increase skills" and scroll through a few at a time to find out. Could this information just be made available on a full window, something like inventory? That way one could check pet skills as well, which was something that bugged me a little last time with my Engineer.

Offline Crucifix

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Re: Gearhead 2: Revisited
« Reply #12 on: August 20, 2011, 09:28:27 AM »
20: Flying.

Whilst I'm flying, my mecha always moves forward. If I want to pick up some loot? I have to make three trips back and forth. If I shoot anything, I continue moving forwards.

If I turn?
Nothing. I can turn 360 degrees on the spot a dozen times and not only will I never travel anywhere, despite staying at regular speed, or even stay motionless by turning 45 degrees back and forth.

I don't especially mind, since this allows me to grind my Pilotting against low rep enemies, since I'll always be moving and flying, but it is a little odd.

More flying fun: Flying above an open fire apparently has the same effect as standing in it, that's some pretty powerful convection right there.

Offline Crucifix

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Re: Gearhead 2: Revisited
« Reply #13 on: August 22, 2011, 04:26:52 AM »
21: The Lancemate is awesome.

The first lancemate you meet in the entire game is awesome. They can be most any job (unlike the majority of lancemates who tend to be mercenaries or pilots), giving them useful skills. What's more, they're constantly getting unique plots (including encounters with hilariously unbeatable opponents), learning even more skills and talents, and generally being awesome. The most I've ever seen from any other lancemate is an occassional "double reward" mission.

This does rather kill my games when they die of course, but it's awesome and interesting so long as they last.

One other thing this brings to mind is that by using Party Tactics, you can have them interact with NPCs, including trainers - this is great and sensible, but can there be some way of paying them their wages so I can do this without having to have them sell off some of my Mecha?

I'd also enjoy using one as a copilot (a +1 bonus whenever one of their stats exceeds mine would be plenty awesome for me, or a dodge-reroll at their skill when I fluff my Mecha Pilotting, basically sacrificing an extra mech's worth of support in favour of a conditional talent/ship system), since they have a common tendency to crash their mechs off cliffs when I let them pilot on their own.

22: Bounty Missions get insane.

In fact, they get so insane I'd say they needed their own full-sized dungeon to accomodate them, at 76 Reknown, went into catch a target, their hideout included:

12 Standard Assassins
11 Guard Robots
10 Shotgun Punks
9 Carrion Snake things
8 Arachnoid Drones
7 Assassin Lords
6 Magma Robots
5 Polyp things
4 Ravagers
3 Albino Alligators
2 Velociraptors
And a Lightning Rat in a pear tree.

In fact, there were just so many enemies, the entire room was pretty much full, I never even got past the door and barely killed thirty before my own glorious death and that of my awesome Firefighting lancebuddy. All that grinding wasted and onto character #23.

I don't mind a challenge, but how about giving the hideout a bit more space, corridors, rooms, walls and the like? That way you can fight through some of the guards reaching the guy, rather than it being a 50/50 chance of cakewalk (All the guards give up and leave because you passed your Conversation check!) or MURDER GAUNTLET 9000!

23: Colour coding.

Is it me, or is the first skintone (automatically applied at creation) not actually an available option? Likewise the yellow team (Free Merchant Collective or somat?) have no available colour to match with, and try as I might, I just couldn't make my police aligned toon as dark blue as his coworkers.

24: Personal scale activity needs a-tweakin'?

It takes 1 second to consume a pill.
It takes ~10 seconds to walk forward 1 square.
It takes ~10-30 seconds to attack with a sharp object.
It takes ~1 minute to turn 180 degrees.

In a mecha, I can pretty much handle this one, turning a giant fifty foot tall mega-rig takes a minute, that's fine. On foot however, all I can say is hwaaaah?

On foot, in the time it takes someone to turn around, someone could have done the hundred meters.

Is this an unavoidable part of the engine, or can turning be made an inconsequential movement (~1 second/45 degrees) for personal scale?

25: Helpful bug.

I don't like reporting helpful bugs, but... when creating a character give your character the minimum stats you're interested in (say 15, 8, 15, 7, 7, 7, 15, 15 for Jack #2). This leaves you with 1 stat point free. Continue, and there's a 50/50 chance one of your 15 point attributes will be a 16, meaning a random 2-point increase for half price.
I assume the same happens if you have 1 free point left over in skill creation as well.

This may be intentional of course, but thought I'd mention it.

26: Perform is.... Hm?

Not really sure what's up with perform now, as far as I can tell, one play is all you get until a crowd "recharges". I don't know if the Difficulty increases like it used to (I assume it doesn't, to prevent the power of Rock).
There is one mildly curious thing about the skill, which is that it's impossible to practice - you must either busk in front of people, or pull off full concerts. Being able to perform for performance exp's sake would be neat, though a guaranteed karaoke machine in one of the arcades would solve that little niggle too.

Concerts are still awesome, and still give awesome cash/exp, so long as you have the charm/conversation to make sure you actually get the mission.

27: Mecha Engineers are made of explodium.

I swear I've talked about this one before.

A Mecha's head can survive a nuclear explosion to the face and be restored instantly at any mechanic.
A Mecha's head if an engineer whiffs their Engineering roll is instantly and irrevocably destroyed and disintegrated.

I confess I've turned into a total save-scummer when it comes to mecha engineering, because I find that just plain unfair. If failing brought it to 0 durability instantly? Fine. If I had to repair it to full every single time I wanted to install it as a component? Fine. Losing my Luna computer (priceless and irreplaceable in parts-stores) and having to spend a week finding and buying a new Luna?  That's pretty messed up, especially when I've looked at the rolls, it asked for a 12, and I rolled a 12.

When I don't even automatically lose my mecha when it eats 2000 points of railgun ammunition to the torso and ejects me into deep space, this is particularly galling.

Offline Crucifix

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Re: Gearhead 2: Revisited
« Reply #14 on: August 24, 2011, 12:11:10 PM »
So yeah, after my ignominous death, I've been playing full-on completionist - Chapter 3, so far beat the Rocket Arena and managed to complete the Theles Arena - People rightfully have trouble with this one, so I'll take the opportunity to say my own tactics for it:

Skinsuit (Hardened is mandatory) + Repair + Medicine + Run around the edges of the arena until they run out of ammo, follow up with full on close combat - I was using a scavenged Death Wing and Double Lance since the game only recently decided to throw me a bone with a Monowhip.... And for the close combat enemies (like those damn alligators....) the ultimate weapon in the game: The Junior SMRT Rocket Pistol.... With Black Market bought Acid rockets. 0.5 kg ammo clip for 20 shots, DC 9 with +4 to hit, RUST, BRUTAL, SCATTER, a full clip will inevitably murder anything. I'm on the lookout for a Black Market SMRT-1 it's just so awesome.

Even doing this (and training stealth by stalking the last enemy wherever possible), I almost died a whole lot with unlucky dodge rolls (around level 10 in combat related skills and for some reason no faction is interested in recruiting so I've no opportunity to train other than "naturally").

I've also cleared to the bottom of Cayley Rock, which netted me six antique plasma cannons from Sentinel kills (and then rewarded me with a DC-14 energy rifle?). The Watcher is murderous as anything though, even with two lancemates rocking plasmas and meleeing it monowhip (and a healthy amount of stair-abuse since I was "lucky" enough to encounter it by the Up-stair), it used up all my repair/heal materials and lead to my death whilst retreating for healing, so yeah, awesome job making some nasty SF: 0 content there, without the stairs to let me recover there'd be no way I'd have won against that thing without repeated deaths.

One thing I've noted is that the more sand-boxxy you treat the game, the more likely you are to snare a plot dead-end, two out of four options lead to a dead end (forgot to save the info alas) coming to episode 3.

Anyway, enough about how much enjoyment I'm getting.

28: The police are colossal jerks.

So I'm in Athera spinner working on my performance quest, and I step out of the Atrium onto a patrol, which attacks me. It's an L5-Law officer, no option to avoid combat. Why did the officer attack me? I've got 14 Lawfulness, I regularly accept missions from the Police - including whilst in Athera spinner, and I'm not a member of any faction. Even if I were, the Police don't have missions against non-pirate factions that I know of.

Knights attacking me I can understand, but perhaps the police should focus solely on Criminals?