Author Topic: GearHead2 v0.501 Feedback  (Read 1236 times)

Offline Burzmali

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GearHead2 v0.501 Feedback
« on: April 04, 2008, 07:07:09 AM »
I've played GH2 v0.501 for 20 hours or so, and I've found that it is a big improvement over v0.460.  In general, the main story lasted longer and was more varied, though it still tended to deadend in the #A state.  I've added a few bugs to the tracker over on Sourceforge page for a couple of minor bugs, but I do have a couple of observations to make.

Mission Difficulty is uneven:
While doing random missions for a spinner, I end up fighting a Buru Buru or two and a Wraith, but main story and non-random missions (i.e. dust cloud mission) were against much better equipped and skilled opponents.  It is aggravating to switch between missions that you win without taking a hit and missions where you are one-shoted by the first attack.

Main Story gets stuck in a rut:
During one play through I got stuck with the "go see X, Y knows where X is, you must duel Y to learn of X's location, you beat Y and find X who wants to be your flunky" mission pattern 3 times in a row.  I know that not everything is fleshed out yet, but I felt like Mario rescuing toadstools while looking for a princess.

Unsealed armor is near useless:
The first mission (the free mecha one) is usually in a vacuum environment and getting blown out of a Mecha without sealed armor is deadly if you aren't rescued.  Therefore, unless you are up for switching out all of your armor segments every time you enter or leave a vacuum environment, the 60-75% of armors that are unsealed are useless.  Honestly, I think I purchased one set of unsealed armor in over ~20 game starts, and that was because I couldn't find anything sealed that I could afford.

Rescue the NPCs missions are overly difficult mid-late game:
While trying to saw the NPC that is lost in the asteroid mine I found that the only successful tactic to save him was making a mad dash to the stairway and hoping that the Fungal Hunters, Exorg Floaters and Hunter-Killers didn't notice him first.  One wonders how they mine any ore at all with all those vicious monsters hanging around.

Close combat in vacuum environments is frustrating mid-late game:
Even with close to 2 mil in the bank I had yet to see any armor better than the Encounter Suit after visiting most spinners.  When fighting the Armored fungus, sphere and hunter, it only takes a handful of hits to reduce a section of the Encounter Suit or SkinSuit to 0 DP exposing you to vacuum.  If they were 0 mass, armor patches (like quick fix pills) might work, but would eliminate the use for the General Repair skill.  The end result is that ranged combat is only real option, which basically means that early points spent on Martial Arts and Armed Combat are a bad investment in the long run.

That's about it for now.  I'll post more as I find it.

P.S. The Shil still sucks at flying and usually falls to its death when it tries to turn around to fight you, I think it is jumping, but I could be wrong.

Offline Joseph Hewitt

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« Reply #1 on: April 04, 2008, 08:09:12 AM »
Quoting: Burzmali
Mission Difficulty is uneven:

The quests have a set difficulty level, while the plots are always based on renown. In theory the quests get more difficult as the player moves away from his home town; I think the problem right now is that they go up in difficulty more quickly than they should. Quests being too easy is less of a problem than quests being too hard.

Quoting: Burzmali
Main Story gets stuck in a rut:

Yes, I know about this particular rut. Originally, my plan was to make circular plot loops impossible by requiring all events to alter the state in some meaningful way. Unfortunately, this is no longer possible, so my new goal is simply to make such loops extremely unlikely. Right now, this sequence will usually only happen if +P is set to an underdeveloped plot state.

Also, maybe I should add a "Princess in another castle" event.

Quoting: Burzmali
Unsealed armor is near useless:

Agreed. All the armor for sale in the space colonies should be sealed, or nearly all of it at least. More armor will be added, and the unsealed armor will be marked for use by Earth factions only.

Quoting: Burzmali
Rescue the NPCs missions are overly difficult mid-late game:

Odd. The miner's skill level and equipment should scale based on the difficulty level, so in theory he should be able to handle any dungeon he's generated in. I'm going to guess that this is a balance issue with the monster generator.

Quoting: Burzmali
Close combat in vacuum environments is frustrating mid-late game:

I'll try to make better sealed armor available.

Quoting: Burzmali
The Shil still sucks at flying and usually falls to its death when it tries to turn around to fight you, I think it is jumping, but I could be wrong.

Odd; I haven't seen this happen, myself. I'll have to go find some shils and not kill them.

Offline Burzmali

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« Reply #2 on: April 04, 2008, 09:47:03 AM »
Quoting: Joseph Hewitt
Quoting: Burzmali
Rescue the NPCs missions are overly difficult mid-late game:

Odd. The miner's skill level and equipment should scale based on the difficulty level, so in theory he should be able to handle any dungeon he's generated in. I'm going to guess that this is a balance issue with the monster generator.


Basically, after we entered a level, he would wander around attracting 2-3 monsters who would kill him after 3-4 hits each if I didn't reach the elevator first.

Quoting: Joseph Hewitt
Quoting: Burzmali
The Shil still sucks at flying and usually falls to its death when it tries to turn around to fight you, I think it is jumping, but I could be wrong.

Odd; I haven't seen this happen, myself. I'll have to go find some shils and not kill them.


Usually, I would walk towards them, attack with martial arts at one hex, and they would move over me and crash 3-4 hexes behind me.

Offline Burzmali

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« Reply #3 on: April 04, 2008, 11:21:15 AM »
Quoting: Joseph Hewitt
Quoting: Burzmali
Unsealed armor is near useless:

Agreed. All the armor for sale in the space colonies should be sealed, or nearly all of it at least. More armor will be added, and the unsealed armor will be marked for use by Earth factions only.

Interesting thought.  Since changes made to a character from cybernetic implants affect the character master, could one be made that added the "Sealed" characteristic?  Something with a lot of cost and trauma like "Space Adaptation Modification"

Offline Erathoniel

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« Reply #4 on: April 04, 2008, 11:54:06 AM »
What about more on-spinner stuff, to compensate for the problems with non-sealed armors and whatnot?
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Offline clasic_traveller_diehard

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« Reply #5 on: April 04, 2008, 01:38:44 PM »
cybernetics is the fusing of man and machine so the only way i see it working with out using biotech is the replace your skin with a suit any thing else i can think of involves modifying your chemical makeup or DNA at will and thats biotech territory

Offline Erathoniel

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« Reply #6 on: April 04, 2008, 04:19:58 PM »
Or it could just be replacing all the soft squishy externals that would be exposed to vacuum.
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Offline macksting

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« Reply #7 on: April 04, 2008, 04:57:03 PM »
Or perhaps a series of reservoirs which exude an airtight material over your skin. You wouldn't want to rely on it for long, and if one fails you'll have a nasty, nasty bruise there, but I'm sure the idea could be further developed.

Offline Erathoniel

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« Reply #8 on: April 04, 2008, 04:59:50 PM »
I was thinking a tear-out-and-replace Grievous or Vader style thing.
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Offline Francisco Munoz

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« Reply #9 on: April 04, 2008, 05:27:05 PM »
A good "only-starting" talent will be "Space sealed skin" and get sealed limbs and body, but not head (you still need some breathing equipment).
 This way you can just go outside with a space helmet.

Offline clasic_traveller_diehard

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« Reply #10 on: April 04, 2008, 05:57:16 PM »
why go only partway? make the character a 100% robot

Offline Erathoniel

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« Reply #11 on: April 04, 2008, 06:22:52 PM »
But then you waste a lot of money. An artificial brain is very expensive.
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Offline clasic_traveller_diehard

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« Reply #12 on: April 04, 2008, 06:36:35 PM »
not if you start as a robot

Offline Joseph Hewitt

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« Reply #13 on: April 04, 2008, 06:44:11 PM »
Quoting: Burzmali
Interesting thought. Since changes made to a character from cybernetic implants affect the character master, could one be made that added the "Sealed" characteristic?

This couldn't currently be done, but it would be easy enough to add.

Quoting: Erathoniel
What about more on-spinner stuff, to compensate for the problems with non-sealed armors and whatnot?

I don't want to have too many on-spinner dungeons; it ruins the feeling.

...

How about a spray-can sealant with integrated oxygen source that could grant a person sealed status temporarily? You could carry one around in case your spacesuit got a hole, and it would give you enough time to get to safety. It's also the sort of cool technology that there should be more of in the spinners.

I should also add containers for the player's inventory. Here's an idea- the first aid kit found in stores should be a container with first aid repair fuel, medicine repair fuel, and some pills for various conditions.

Here's another related idea- there could be a vending machine at the hospital which dispenses different kinds of pills.

Offline Burzmali

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« Reply #14 on: April 04, 2008, 06:59:17 PM »
New observation:

The effects of Xozu and Regen pills never seems to wear off.