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FO2tweaks v9.4 - feedback

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  1. ================================================================================
  2. Fo2Tweaks - questions:
  3. ================================================================================
  4. 1) Damage Mod (gl_g_damage_mod):
  5. 1.1) Just to be sure: if using damage formula from Fo2Tweaks ("damage_mod=1" in "fo2tweaks.ini"), then damage formula in sfall should be set to default ("DamageFormula=0" in "ddraw.ini")?
  6. 1.2) About procedure get_critical_level:
  7. • in your mod PERK_better_criticals improves critical effect by 1, instead of adding 20 to the critical effect roll [1-100] - intentional (to simplify the formula)?
  8. • this change actually makes the perk a little worse than in default formula, where it could sometimes add 2 effect levels (roll 81 [effect 4] + 20 = 101 [effect 6])
  9. • don't know if "Heavy Handed" trait affected ranged attacks in the default formula, but it's good that it doesn't in your damage mod
  10. 1.3) What exactly does "damage_difficulty" setting in the *.INI do:
  11. a) damage_difficulty = 0 -> enemy Damage, ToHit and AI are affected by in-game "Combat Difficulty" setting
  12. b) damage_difficulty = 1-3 -> enemy Damage is affected by this setting ("damage_difficulty"), but ToHit and AI are dictated by in-game "Combat Difficulty" setting
  13.  
  14.  
  15. ================================================================================
  16. Fo2Tweaks - changes:
  17. ================================================================================
  18. 1) Unlimited carry weight (gl_g_carry_weight):
  19. 1.1) make it possible to change max weight in the *.INI or just set it to 9 999 instead of 99 999:
  20. • max_weight = [0-99999]
  21. • main reason: 9999 looks better in character screen than 99999, since the latter extends beyond the interface borders a bit
  22. 1.2) make it possible to disable showing max (but not the current) weight in the *.INI:
  23. • hide_max_weight = 1/0
  24. • main reason: firstly, there's no need for it with this mod enabled, secondly, it looks bad when using inventory filter mod (by Mr.Stalin) with "ShowWeight=1"
  25. 1.3) to fix this tweak being a cheat, make an option in the *.INI to:
  26. • change_small_frame = 1/0 - if 1, changes "Small Frame" trait's downside from "- Carry Weight" to something else (for example, "Normal Damage Resistance" -10%; don't forget to change the description)
  27. 1.4) remove all perks that improve "Carry Weight" from the perk list (so the player wouldn't be able to pick "Strong Back" and "Pack Rat" with this tweak enabled)
  28. 1.5) BUG - picking up prohibited objects:
  29. • it's possible to (manually) loot parts of bookshelves and bookcases (PIDs 148,150,154,156)
  30. • although in "gl_g_highlighting.int" they aren't highlighted (key: SHIFT) and in "gl_ptyop.int" they aren't automatically looted (key: T)
  31.  
  32. 2) Unlimited trunk (gl_g_trunk_space):
  33. 2.1) remove size limits (since items have both weight and size)
  34. 2.2) to fix this tweak being a cheat, make an option in the *.INI to:
  35. • unlimited_trunk_after_upgrade = 1/0 - Fallout 2: if 1, make the space unlimited only after the car upgrade from T-Ray (in the Chop Shop in New Reno)
  36. • to make the car more useful even when unlimited_trunk_after_upgrade = 0, x2 initial trunk space (before the upgrade)
  37.  
  38. 3) Ammobox (gl_g_ammobox):
  39. 3.1) if weapon has no ammo:
  40. a) don't show the box
  41. b) or show an empty box
  42. c) or show the box with "-" symbol instead of the ammo name
  43. 3.2) instead of displaying full ammo name (which sometimes doesn't fit in the window, for example: "12 ga. Shotgun Shells"), display ammo DR and DMG ("DR: 0, DMG: 1.35") or ammo type ("JHP", "Normal", "AP")
  44.  
  45. 4) Party Level Match (gl_g_party_level_match):
  46. 4.1) make it compatible with F1.5 Resurrection mod (5 new companions: Mutt, Keri, Gabriel, Lystra, Floater):
  47. • note #1: companions in F1.5 don't have different *.pro-files for each of the stages - they use 1 file and each new stage updates this file (with bonuses to stats/resistances)
  48. • note #2: companions in F1.5 get 1 levelup per 2 player levelups (instead of usual 3), so should max out at player level 13
  49.  
  50. 5) Party Orders (gl_ptyop):
  51. 5.1) in the latest version dude auto-looting (** PC auto-loot ON **) works much slower than in the previous versions (from http://www.nuclear-city.com/index.php/topic/161-fallout-15 repack):
  52. • dude waits about 1 second before and after looting a corpse (and this time isn't affected by Sfall's SpeedMultiX setting) - remove this wait time (or make it optional)
  53. • dude loots corpses in unordered manner: instead of looting the close ones first he choses the corpses randomly, sometimes running long distances (back and forth) because of that
  54. 5.2) texts:
  55. • texts - problems:
  56. • SwitchKey:
  57. • problem: none, but all other messages (look below) when switching dude/party functionality (ammo type, burst) should be like these 2 (red/green float)
  58. • AmmoTypeOrderKey:
  59. • problem: all float messages are dark blue and hard to see - change color to red/green
  60. • problem: all float messages (1900; 1901; 1910; 1911) are in the form of talking to the party - change them to OFF/ON (without companion names)
  61. • burst_key:
  62. • problem: all float messages are dark blue and hard to see - change color to red/green
  63. • problem: all float messages (float_off; float_on) are in the form of talking to the party - change them to OFF/ON
  64. • problem: duplicate messages (display_on; display_off) in log window - remove them, float messages are enough
  65. • texts - make them consistent:
  66. • SwitchKey:
  67. • 0 - float message (red) = ** PC auto-loot OFF **
  68. • 1 - float message (green) = ** PC auto-loot ON **
  69. • AmmoTypeOrderKey:
  70. • 0 - float message (red) = ** PARTY ap ammo OFF **
  71. • 1 - float message (green) = ** PARTY ap ammo ON **
  72. • burst_key:
  73. • 0 - float message (red) = ** PARTY bursts OFF **
  74. • 1 - float message (green) = ** PARTY bursts ON **
  75. 5.3) make it possible to change the party stance during combat (at least "Stay Close" command):
  76. • party_combat_stance_stay_close = [key_scancode]
  77. • party_combat_stance_on_your_own = [key_scancode]
  78. 5.4) companions never attack fleeing enemies even with ranged weapons (if Distance="Stay close to me"):
  79. • either make an option in the *.INI to force them to attack those enemies
  80. • or add a new key to be able to command them to do it during combat
  81. 5.5) companions shouldn't move away from the player if Distance="Stay close to me":
  82. • happens all the time with NPCsTryToSpendExtraAP > 0 (companions move 1-3 steps towards enemies)
  83.  
  84. 6) Damage Mod (gl_g_damage_mod):
  85. 6.1) create excel damage calculator using your damage formula (preferably with all 4 damage formulas: default, Glovz, Haenlomal, yours):
  86. • it seems that all non-critical damages are about 2 (sometimes 3-4) times less than in default formula (JHP and Leather/Metal armors)
  87. • damage range is much wider than in default formula: 1-3 points of damage aren't rare now (10mm pistol JHP vs Leather Armor)
  88. 6.2) make it possible in the *.INI to change how much ammo DR modifier influences ammo Damage multipliers:
  89. • jhp_ammo_dmg_mult = [1.00-3.00]
  90. • ap_ammo_dmg_mult = [0.00-1.00]
  91. • an example 1:
  92. • ammo_dr_modifier = 35% (JHP)
  93. • mod default:
  94. • ammo_dmg_mult = 1 + (0.35) = 1.35
  95. • mod new (configurable):
  96. • ammo_dr_modifier > 0 -> jhp_ammo_dmg_mult is used
  97. • jhp_ammo_dmg_mult = 1.43
  98. • ammo_dmg_mult = 1 + (0.35*1.43) = 1.50
  99. • an example 2:
  100. • ammo_dr_modifier = -20% (AP)
  101. • mod default:
  102. • ammo_dmg_mult = 1 + (-0.2) = 0.8
  103. • mod new (configurable):
  104. • ammo_dr_modifier <= 0 -> ap_ammo_dmg_mult is used
  105. • ap_ammo_dmg_mult = 0.42
  106. • ammo_dmg_mult = 1 + (-0.2*0.42) = 0.92
  107. • reasons:
  108. • as was told in 5.1, lowering all ammo dmg modifiers may have been a bad idea, since ranged damage is about 1,5-2 times lower than with default formula
  109. • the main problem with ranged attacks in F2 were armor bypassing criticals (look change 5.6 below), not normal shots
  110. • implementing this change won't hurt your damage in any way - you can always set jhp_ammo_dmg_mult and ap_ammo_dmg_mult to 1
  111. • not to write any more explanations here, here's a nice post at NMA forum from, as it seems, a weapon expert (interesting, that a lot of his and yours ideas are similar: ammo DR is a mult, influences both armor DT and DR):
  112. • nma-fallout.com/threads/f2-damage-calculation-change-a-fix-v3-by-my-count.200361/page-4#post-4083252
  113. • additional cosmetic change - display ammo damage mod in logwindow/inventory as decimal fraction:
  114. • for example, 1.35 instead of 27/20
  115. • or at least 135/100 instead of 27/20
  116. 6.3) fix new ammo added in F1.5 Resurrection mod (if there is any...)
  117. 6.4) make it possible to fine-tune (decouple) combat difficulty even more in the *.INI:
  118. • new_combat_difficulty = 1/0 (1 - enable fine-tuning and use in-game "combat difficulty" setting to determine only enemy AI <its likelihood of using aimed shots>)
  119. • combat_damage = [1-3] (75%, 100%, 125%)
  120. • combat_tohit = [1-3] (-20, 0, +20)
  121. 6.5) rename "only_party" setting to "only_enemies" and switch its behaviour (0 <-> 1), so that when it's set to 0 - vanilla behaviour is used, 1 - from your mod:
  122. • reason: it's only logical that when something in the mod is set to 0 (like with all the other "fo2tweaks.ini" settings) - it's not activated (default behaviour is used)
  123. 6.6) make it possible to change Armor Bypass (DR, DT) and Armor Penetration (DT) multipliers (currently = 0.2) in the *.INI (from 0.2 to 0.5):
  124. • target_dr_mult = [0.2-0.5]
  125. • target_dt_mult = [0.2-0.5]
  126. 6.7) make perks that give DR not be reduced by Armor Bypass:
  127. • F2: Toughness x3 (10%) / Die Hard (conditional 10%) / Implants x2 (5%) / Prizefighter (5%)
  128. • F1.5: Hide of Scars (10%)
  129. • main idea: since only Armor Bypassing criticals pose a serious threat to the player, it's currently absolutely impractical to take any of DR perks, because they get (almost) completely negated by Armor Bypassing effect; with this change they will become much more valuable
  130. 6.8) hard cap the number of bullets in a burst attack from an enemy that can become critical:
  131. • no more than 33% of bullets (rounded down, but no less than 1), including the first one, can become critical
  132. • an example 1:
  133. • an enemy fires a burst attack with 10 bullets in it
  134. • all of the bullets hit the player
  135. • max number of critical bullets in this burst = max(1;roundDown(10*33%)) = max(1;3) = 3
  136. • bullets 1 and 2 are normal
  137. • bullets 3-4-5 are critical
  138. • after the 3rd critical bullet all remaining bullets (in this burst attack) can't become critical (crit_chance = 0 until the burst attack ends)
  139. • an example 2:
  140. • an enemy fires a burst attack with 2 bullets in it
  141. • max number of critical bullets in this burst = max(1;roundDown(2*33%)) = max(1;0) = 1
  142. • main idea: even if enemies have very low critical chance, it's still only a chance, and sooner or later the player will be killed by a burst attack with a lot of armor bypassing critical hits in it; to prevent criticals that score hundreds points of damage to the player (no matter the chance), a hard cap to enemy bursts should be applied
  143. • the % and the minimum can be made configurable in the *.INI:
  144. • burst_criticals_cap = 0.33 [0.1-1.0]
  145. • burst_criticals_min = 1 [0-999]
  146. 6.9) improve the Sniper perk for the player's burst attacks a bit:
  147. • instead of Sniper perk working for the first bullet only, make it work for 20% of the first bullets (rounded down, but no less than 1)
  148. • an example 1:
  149. • the player has a Sniper perk and fires a burst attack with 16 bullets in it
  150. • all of the bullets hit the target
  151. • max number of bullets that roll LK*10 in this burst = max(1;roundDown(16*20%)) = max(1;3) = 3
  152. • the first 3 bullets are affected by the Sniper perk (roll LK*10 for being critical)
  153. • bullets 4-16 are not affected by the Sniper perk (roll LK+More_Criticals)
  154. • an example 2:
  155. • the player has a Sniper perk and fires a burst attack with 2 bullets in it
  156. • max number of bullets that roll LK*10 in this burst = max(1;roundDown(2*20%)) = max(1;0) = 1
  157. • main idea: Sniper perk only influencing the first bullet in the player's burst attack makes burst attacks inferior to aimed single shots, that have very high armor bypassing chance, especially with burst-only big guns that usually have lower damage than single-shot small/energy guns (besides weighting a ton and eating bullets like no tomorrow); this change makes the Sniper Perk more useful for burst-only weapons too
  158. • the % and the minimum can be made configurable in the *.INI:
  159. • sniper_burst_criticals_cap = 0.2 [0.1-1.0]
  160. • sniper_burst_criticals_min = 1 [0-999]
  161. 6.10) preferably, changes 5.8 and 5.9 should be made universal - so they would work for all creatures (instead of 6.8 for enemies and 6.9 for player only)
  162.  
  163. 7) HP over head (gl_g_hp_over_head):
  164. 7.1) display HPs only during player's turn:
  165. • HP information isn't needed during non-player turn (allies, enemies)
  166. • since all critters except the player stand still (except knockbacked targets), there won't be any problems with delays in numbers updating
  167. 7.2) add an ability to display non-critical damage a player can inflict upon a target next to the aim cursor (where it shows hit probability), taking into account target's resistances:
  168. • display_damage_to_target = 1/0
  169. • display damage per bullet (not per burst)
  170. • example:
  171. • if 0: "95%"
  172. • if 1: "95% (11-24)"
  173. • similar thing is proposed in a Better Awareness mod, but when target is the player
  174.  
  175. 8) Healing revision (gl_g_healing_revision):
  176. 8.1) TEXT TYPO: infowindow - "Critter_Name healed for x HP" - missing dot (.) at the end of the sentence
  177. 8.2) uncap First Aid and Doctor's autoheal efficiency from 100% (otherwise there's no point in increasing the skills)
  178. 8.3) medicine efficiency should be based on target's EN:
  179. • Healing Powder: 10+EN HP +(11-20)
  180. • Stimpack: 15+EN HP +(16-25)
  181. • Super Stimpack: 45+EN*3 HP +(48-75)
  182. • Hypo: 60+EN*4 HP +(64-100)
  183. • Antidote: -(15+EN) Poison level -(16-25)
  184. • RadAway: -(15+EN) Radiation level -(16-25)
  185. • Rad-X: 30+EN*2 Radiation resistance +(32-50)
  186. 8.4) furthermore, healing can be made % based:
  187. • Healing Powder: 10+EN % HP (11-20%)
  188. • Stimpack: 15+EN % HP (16-25%)
  189. • Super Stimpack: 20+EN*3 % HP (23-50%)
  190. • Hypo: 40+EN*6 % HP (46-100%)
  191. 8.5) or even combined:
  192. • Healing Powder: 10+EN HP + 10+EN % HP
  193. • Stimpack: 15+EN HP + 15+EN % HP
  194. • Super Stimpack: 45+EN*3 HP + 20+EN*3 % HP
  195. • Hypo: 60+EN*4 HP + 40+EN*6 % HP
  196. 8.6) or it can just act as a coefficient for all medicine effects [+20% for every point above 5: coeff = max(1; EN-5)]:
  197. EN(1-5) EN(6-10)
  198. • Medicine Coeff.: x1.0 x1.2-2.0
  199. • preferably for all critters, not just the player
  200. 8.7) number of stimpacks (normal, super, hypo) allowed to use per day should also depend on EN:
  201. • number of stimpacks (except healing powder) per day = EN
  202. • that way super stimpacks and even healing powder will become much more valuable
  203. • if this tweak is enabled, there should be a way to check how many stimpacks the player can still consume
  204. • for example, same infobox as ammobox (gl_g_ammobox)
  205. 8.8) alcohol/drug addiction and withdrawal times should also be based on target's EN:
  206. • variant 1 = -0,1*EN + 1,5:
  207. • EN 1: 140%
  208. • EN 5: 100%
  209. • EN 10: 50%
  210. • variant 2 = -0,15*EN + 1,75:
  211. • EN 1: 160%
  212. • EN 5: 100%
  213. • EN 10: 25%
  214. • don't forget that "Chem Reliant" trait also reduces addiction/withdrawal duration
  215.  
  216. 9) Expanded highlighting (gl_g_highlighting.int):
  217. 9.1) BUG - "Floor Safe":
  218. • color settings (color_items / color_corpses / color_containers) don't have any influence on them
  219. • they are highlighted with color 16 (bright yellow) even if they are empty and skip_empty=1
  220. 9.2) make an option in the *.INI to select outline color for empty containers and critters (same as sfall's EmptyOutlineColor):
  221. • color_empty_corpses = 4
  222. • color_empty_containers = 4
  223.  
  224.  
  225. ================================================================================
  226. Fo2Tweaks - additions (new mods):
  227. ================================================================================
  228. 1) Better Inventory Management:
  229. 1.1) Unlimited Containers:
  230. • remove weight and space limits from all containers (desks, bookcases, chests, lockers...)
  231. 1.2) Auto Weapon Unload:
  232. • when the player puts a weapon from any weapon slot into own inventory, the weapon should be automatically unloaded
  233. • when the player is in a barter screen with another character, all weapons in that character's inventory should be automatically unloaded
  234. • [Party Orders] when the player (key "T") or a companion (key "G") loots corpses, all looted ranged weapons should be automatically unloaded
  235.  
  236. 2) Better Interface/Controls:
  237. 2.1) Info Window:
  238. • make it possible to change in the *.INI what color the numbers in the info window are:
  239. • color_log_names - (default: white) critter/object names
  240. • color_log_default - (default: green) default text color
  241. • color_log_damage - (default: red) damage dealt to any critter/object, including healing fails
  242. • color_log_healing - (default: blue) amount of HPs healed to any critter
  243. 2.2) Character Screen (key "C"):
  244. • if stats (SPECIAL) are temporarily lowered (by drugs, alcohol, radiation...), then change their value color from White to Red
  245. 2.3) Inventory Screen (key "I"):
  246. • if stats (SPECIAL) are temporarily lowered (by drugs, alcohol, radiation...), then change their value color from Green to Red
  247. 2.4) Free Awareness:
  248. • even without "Awareness" perk the player should be able to see exact HP values and weapons of his companions (as if he had this perk)
  249. • at the game start give the player 2 free perks: "Awareness" (optional: if PE >= 5) and "Empathy" (optional: if PE >= 7, IN >= 5)
  250. • these perks don't change the game balance in any way (same as "Friendly Foe" perk in F1) - they act as GUI improvement and aren't worth 1 perk point
  251. • make it optional in the *.INI which perk to give, if perk stat requirements should be taken into account and if awareness should be used when expecting companions:
  252. • party_awareness = 1/0 (1: works as if the player had Awareness perk, but only when examining party members)
  253. • give_awareness = 1/0
  254. • give_empathy = 1/0
  255. • perk_requirements = 1/0
  256. 2.5) Combat Speed Control:
  257. • automatically adjust game speed when in a combat; example *.INI options (replaces Sfall's SpeedMultiX):
  258. • combat_speed_multiplier = [50-1000]
  259. 2.6) No Idle Reloading:
  260. • disable weapon reloading animation and sound when the player is idle
  261. 2.7) Bright Transition Areas:
  262. • disable the darkening effect of green area transition zones so that they're clearly seen even during night (always bright green)
  263.  
  264. 3) Better Awareness:
  265. 3.1) improve it by giving additional info (in the lower-left infowindow):
  266. • normal (non-critical) damage range (against player's armor)
  267. • critical damage range (against player's armor + armor bypass + max critical multiplier):
  268. • if https://falloutmods.fandom.com/wiki/Critical_hit_tables#Player is correct (and is the same in every mod) and enemies don't have "Better Criticals" perk (their max critical roll = 100 -> effect 5), then max Dmg multiplier with Armor Bypass = 3 (eyes, torso, groin, legs)
  269. • example (in info window): "[normal Awareness info]. Damage range: min-max (critical: min-max)."
  270. • example (shorter version): "[normal Awareness info]. Damage: min-max (min-max)."
  271. • enemies with burst-capable weapons - assume that:
  272. • chance to hit for all bullets in a burst = 100%
  273. • chance to crit with each bullet:
  274. • if you implement hard cap for bursts in damage mod (look above: damage mod, part 5.5) and damage mod is installed/activated: = burst_criticals_cap
  275. • otherwise: = 100% (just to be prepared for the worst)
  276. • the main purpose is to inform the player how much damage an enemy can inflict (if an enemy can kill the player with 1 attack - very useful in ironman game) without the need to manually calculate potential damage (which is possible but very tiresome, considering that there're different damage formulas...)
  277.  
  278. 4) No Player Instakill:
  279. 4.1) remove all Death effects (with or without the stat check) from all criticals against the player:
  280. • if https://falloutmods.fandom.com/wiki/Critical_hit_tables#Player isn't correct, or a mod uses a modified table, or there's even a single enemy (with "Better Criticals" perk) that can roll critical effect 6 against the player, then it's absolutely imbalanced and game-breaking, since there's absolutely nothing the player can do against it except hoping for better random roll
  281. • all other effects and damage multipliers should be left alone - only the instakill effect should be removed (cancelled)
  282.  
  283. 5) Retroactive Player Hitpoints:
  284. 5.1) if Strength and/or Endurance is increased/decreased (doesn't matter how: permanently, with drugs or items/power armor), player's Max Hitpoints should be immediatelly recalculated:
  285. • ST+1 -> gives [1 HP]
  286. • ST-1 -> removes [1 HP]
  287. • EN+1 -> gives [Lvl*1 HP (if EN becomes an even number) + 2HP (Initial bonus at character creation)]
  288. • EN-1 -> removes [Lvl*1 HP (if EN becomes an even number) + 2HP (Initial bonus at character creation)]
  289. • HP per level from EN should be considered retroactive against level 1
  290. • "Lifegiver" perks (+4 HP/lvl) should be considered retroactive against level 12 (when they can be taken)
  291. • "Brutish Hulk" perk (x2 HP/lvl) should be considered retroactive against level 12 (when it can be taken) [Fallout 1.5 only]
  292. • in other words:
  293. • MaxHP - player's max hitpoints value at current level
  294. • HP_Initial - hitpoints gained during character generation (at level 1)
  295. • HP_Per_Lvl - hitpoints gained per each level up
  296. • Lvl - player's current level
  297. • Lifegiver_Lvl - level requirement for the perk
  298. • Lifegiver_Num - number of times the perk is taken
  299. • Brutish_Hulk_Lvl - level requirement for the perk
  300. • Brutish_Hulk_Num - number of times the perk is taken
  301.  
  302. • MaxHP = HP_Initial + HP_Per_Lvl
  303. • HP_Initial = 15+ST+EN*2
  304. • HP_Per_Lvl = HP_EN + HP_EN_Lifegiver + HP_EN_BrutishHulk + HP_EN_LifegiverBrutishHulk
  305. • Lifegiver_Lvl = Lifegiver_Lvl_Requirement-1
  306. • default Lifegiver_Lvl_Requirement = 12
  307. • -1, since it's retroactive for the level it's taken
  308. • Brutish_Hulk_Lvl = Brutish_Hulk_Lvl_Requirement-1
  309. • default Brutish_Hulk_Lvl_Requirement = 12
  310. • -1, since it's retroactive for the level it's taken
  311. • note: perk lvl requirement should be taken from game files (or from the *.INI), it shouldn't be a constant, because any change to the requirement (in another mod) will make HP calculation incorrect
  312.  
  313. • HP_EN = (Lvl-1) * (2+roundDown(EN/2))
  314. • HP_EN_Lifegiver = max(0; (Lvl-Lifegiver_Lvl)) * (Lifegiver_Num*4)
  315. • HP_EN_BrutishHulk = Brutish_Hulk_Num * (Lvl-Brutish_Hulk_Lvl) * HP_Per_Lvl
  316. • HP_EN_LifegiverBrutishHulk = Brutish_Hulk_Num * max(0; (Lvl - if(Brutish_Hulk_Lvl > Lifegiver_Lvl; Brutish_Hulk_Lvl; Lifegiver_Lvl) )) * (Lifegiver_Num*4)
  317. • MaxHP change:
  318. • if MaxHP is increased (+), then CurrentHP isn't changed
  319. • if MaxHP is decreased (-) and if CurrentHP > MaxHP, then CurrentHP = MaxHP
  320.  
  321. 5.2) pros in retroactivity:
  322. • not taking HP related perks (Gain EN, Lifegiver, Brutish Hulk) as soon as possible won't lead to (major) lost HP - it'll be possible to postpone them until later, if needed, giving more choises in character building
  323. • using ST and EN enhancing drugs (buffout) before battles will become meaningful, since they'll temporarily increase player's MaxHP (if ST/EN <10), increasing the chance to survive:
  324. • they won't increase CurrentHP, so medicine will be needed to bring CurrentHP to new MaxHP
  325. • such use of drugs and medicine (before combat) will be a good money sink
  326. • drug withdrawal/addiction and radiation effects will also become more serious, since decreasing ST/EN will immediately lower the player's MaxHP
  327. • in terms of game balance, there is no difference between Hitpoints and other derived stats (for example, Agility -> AC/AP; Stats -> Skills...); all derived stats should behave retroactively - it's only logical (and makes Endurance a bit more important stat even for non-hardcore players)
  328.  
  329. 6) Skill Point Storage:
  330. 6.1) make it possible to store >99 SP:
  331. • preferably, widening SP field in the character screen to 3 digits
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