(03-06-2016, 12:53 PM)roguephoenix64 Wrote: [ -> ]R.I.P RP
I barely knew ye.
You're right on this one.
I realized we're about a month in and still haven't even reached the edge of the solar system. Plus, I failed to account for how fucking BORING it is to type for it. Hell, I only have the first encounter thought up, let alone anything about the next "interesting space thing".
The original Universe is going behind closed doors while I polish it, such as writing the entire thing as a single document in the first place. This may also include filing down certain things to streamline keeping track of and playing them, such as psychics, removing or reworking parts, and adding information, like a quick and dirty map of the galaxy.
On a good note, Umbra can use Sirius for his intended universe now.
So I'm actually playing Starbound again, and I've noticed balancing issues in one of the mods I have installed...
Everyone remembers XS Mechs, right? Great mod. Someone finally got it working again with vehicle pods.
Problem with, that though... While you can craft the vehicle pods at the robotic crafting table with T6 materials, you can also buy any of them for the measly price of 11,000 pixels.
That may seem like a lot, but put this into perspective: The cheapest hoverbike costs 12,500. And you can buy any mech for a lower price than that.
I proceeded to buy one of the weaker ones and it one-shot the second and third bosses.
Oh, and the Avali shields have ridiculous health for their tiers, but I digress.
(03-06-2016, 10:13 PM)Umbra Wrote: [ -> ]So I'm actually playing Starbound again, and I've noticed balancing issues in one of the mods I have installed...
Everyone remembers XS Mechs, right? Great mod. Someone finally got it working again with vehicle pods.
Problem with, that though... While you can craft the vehicle pods at the robotic crafting table with T6 materials, you can also buy any of them for the measly price of 11,000 pixels.
That may seem like a lot, but put this into perspective: The cheapest hoverbike costs 12,500. And you can buy any mech for a lower price than that.
I proceeded to buy one of the weaker ones and it one-shot the second and third bosses.
Oh, and the Avali shields have ridiculous health for their tiers, but I digress.
With a game like Starbound which is still being changed constantly, balance issues in mods is expected....
...But that is ludicrous. One shotting bosses?! That shouldn't happen even with Tier 10 6 weapons, should it?!
(03-06-2016, 10:13 PM)Umbra Wrote: [ -> ]So I'm actually playing Starbound again, and I've noticed balancing issues in one of the mods I have installed...
Everyone remembers XS Mechs, right? Great mod. Someone finally got it working again with vehicle pods.
Problem with, that though... While you can craft the vehicle pods at the robotic crafting table with T6 materials, you can also buy any of them for the measly price of 11,000 pixels.
That may seem like a lot, but put this into perspective: The cheapest hoverbike costs 12,500. And you can buy any mech for a lower price than that.
I proceeded to buy one of the weaker ones and it one-shot the second and third bosses.
Oh, and the Avali shields have ridiculous health for their tiers, but I digress.
With a game like Starbound which is still being changed constantly, balance issues in mods is expected....
...But that is ludicrous. One shotting bosses?! That shouldn't happen even with Tier 10 6 weapons, should it?!
Probably not. Then again, you can cheese Dreadwing easily with T3 weapons if you have a broadsword with super spin attack. It's like becoming a flying blender.
It's at the point where I actually feel bad for using the mech. I'll probably go back later and beat it legitimately.
Does anyone remember that idea for a battletech RPG I had? of course you don't, I'm not that interesting and neither was it.
Anyways here's a thing related to it, I'm putting it here so if I fully commit to making the necessary docs and PDFs I'll not forget it.
Each planet may have one or more of the following modifiers, which must be taken into account when generating the local market. Market hub: A large volume of goods and equipment pass through this world from many exotic locations.
Effect: Use 1d20 instead of 1d10 for availability, increase chances for IS/mixed/clan tech on roll from 1-6/7-9/10 to 1-4/5-8/9-10 Solaris:This world is part of or has ties to the Solaris VII arenas and games and their associated industrial complex, unique gladiatorial equipment can be found here.
Effect: Generate a second 1d10 market selection using Solaris mechs. Frontier:This world is on the edges of civilization, while not impossible it will be hard to find equipment here.
Effect: Use 1d4 instead of 1d10 for availability. Roll to determine if available mechs are battlefield salvage. Frontline:This world is in the middle of an active conflict, the battlefields ensure ready access to mechs and weapons, but many will not be in very good shape.
Effect: Use 1d20 instead of 1d10 for availability. Roll to determine if available mechs are battlefield salvage. Production center:A local industrial complex operates in service of the ruling government, and ensures access to industrial quantities of mechs and equipment.
Effect: Immediately roll to select 1 regionally available mech and 2 weapons, then roll 1d6 to determine quantity of mechs and 1d20 for weapons.
TO-DO: Design system for applying damage to mechs flagged as salvage.
Generating a market: If the party wishes to shop for mechs or weapons you will need to determine what they can purchase, in this case consult your starmap to determine if the current planet has any market modifiers, then roll 1d10 to determine how many mechs are available, all common types of weapons are presumed available, uncommon weapon rules will be covered later. For instance, if you roll 4 then 4 different chassis of mechs are available to the team, roll 1d10 to determine the tech level of each chassis with 1-6 making it IS, 7-9 making it mixed, and 10 making it a clan mech, then roll for the appropriate table of possible models.
Uncommon weapon availability: If the party wishes to purchase an experimental or otherwise rare weapon, check that it is available either within the state they are currently operating in, or throughout the inner sphere,* then roll 1d10 to determine if any can be found, an 8+ is required for foreign uncommon weapons, 6+ for experimental weapons, 4+ for uncommon weapons, and foreign experimental weapons will require a perfect 10 and suffer a quantity penalty even if they pass (1d4). If the weapon is found on the local market roll 1d6 to determine how many examples can be found.
Weapon quantity: Weapons are not available in infinite quantities, even on Marketplace worlds, roll 1d20 to determine how many examples of any given weapon are available locally, if the current planet has the Marketplace or Frontline modifiers rolls a second time and add up the results.
*: This does not apply on worlds with the Marketplace modifier, roll directly for quantity.
Battlefield salvage: By default all mechs will a 1/10 chance of being salvage, however certain modifiers will change this chance, on worlds with the Frontline modifier roll 1d10 and any roll under 6 will cause the mech to be marked as salvage, on worlds with the Frontier modifier a roll of 4 or below is required. Mechs flagged as salvage will come already suffering from battle damage with missing weapons, components, and in extreme cases missing limbs or defects that will need to be repaired. If the mech picks up any defects while being generated the party will have to pass a perception or persuasion check to discover this.
So the document is already on 5 pages (7 if you count unfilled outlines), and over 1500 words/9000 characters.
Why didn't I do this before?
So far, modifications include:
Actually defined what the hell the Engineer vs. Scientist debate is
Reworked the origin of Anodynes
Removed the Homefleet idea from the Alliance. Any number of ships that could carry all the citizens they needed would have more mass than any sun the in galaxy, would disturb any system within thousands of light years, and would quickly collapse into a black hole.
(03-06-2016, 11:38 PM)SilverOtter Wrote: [ -> ]So the document is already on 5 pages (7 if you count unfilled outlines), and over 1500 words/9000 characters.
Why didn't I do this before?
So far, modifications include:
Actually defined what the hell the Engineer vs. Scientist debate is
Reworked the origin of Anodynes
Removed the Homefleet idea from the Alliance. Any number of ships that could carry all the citizens they needed would have more mass than any sun the in galaxy, would disturb any system within thousands of light years, and would quickly collapse into a black hole.
You've repeatedly said you didn't want to put the effort in because you didn't know if it would be worth it.
Beware the coming of the end. As the beginning always seems worse in comparison when you reach the end. And then you just want to keep redoing it until you have your own hand made tabletop/RPG, by mistake.