unless someone is an autist with a computer in their head and prefers calculating tables instead of actually playing the game.
As a player the actual autistic route is to demand that there be as little automation as possible in the game so that decisions require a great deal of
really autistic calculations in your head. I don't want to sit down and do relatively complex
autistic math calculations for the rather complex armour/bonus damage/etc... I would need to use to make what should be relatively simple and quick decisions about which character should use which weapons on which targets.
If you want to say "screw that I'm doing it my way, even if its crazy, even if people will keep noticing and WTFing about it forever" thats fine. But... don't call the people who want to do
less of the complex math themselves autistic, it's really the other way around.
It's like a hate for games in general, trying to push the attitude that they have nothing to do with the real world and cannot ever simulate anything and should be as gamey as possible. And I love games so I find this disgusting.
I've always been very much of the opposite attitude. You aren't simulating reality. You are making a game. It should be fun, every aspect should facilitate fun. You can "simulate" to some extent, because sometimes that is fun, but when it conflicts with the primary goal of making a game, the simulation goal loses or the game gets worse. I also find that people who disagree with this say oddly inconsistent things like... well complaining that critics hate games, then complaining about how you hate things being too gamey, then switching around yet again and declaring how much you love games.
That sort of multiple contradiction in a few short words... look I'm just suggesting a small quality of life improvement which I think honestly you know is a better solution and you are over compensating a bit and maybe going a touch off the rails in the process of being a bit too defensive. I haven't attacked your entire design philosophy, I haven't attacked your entire work, I've just suggested that games giving clear feedback on the results of your actions is a good thing and more of it would be nice.
...
Generally speaking every +8 damage is x2 Firepower or takedown capability, which is what I meant by logarithmic.
I don't want to go into too much detail, I'd need a thread to go into everything wrong with the excessive details of what you described. So I'll keep it short.
I am not particularly sure the... system... you described does result in that "logarithmic" outcome, but if it did... it's kinda "logarithmic" but only really in a remotely practical way, maybe, if we had any idea of how actual damage progression in character advancement/enemy levels/equivalent works. But then again the primary issue there is the system you described is frankly way too complex for a base damage system for a TTRPG. There are other major tangential issues like built in no save instakills, what looks like LESS hp for PCs than NPCs, an over complex armour mechanic, an average dice value better than the actual average result on a dice and also better than the maximum armor reduction per dice (the .5 on its own barely makes the averaged dice better than a roll, the armor interaction almost DEFINITELY pushes the average dice to better than rolling). But really nothing gets past the obstacle of "it could take a good year or more of gaming time for most TTRPG players to actually
begin to get a grasp on how damage actually works in the game they are trying to play".
I'm pointedly not saying that this mod is bad, I'm very happy with much of it and would just like to see it improve, I am pointedly saying that my personal judgement on the quality of the described TTRPG system is negative both over all and on nearly every described point.
It went like this:
My current it goes like this goes like this :
Sell all the muskets right away. They are less than useless. Hit things with sticks if you have to. Its wildly better.
Sabres+Sawn Offs
Tech Blades + Kustom Hand Cannons
Always Panzerfausts.
For rare and increasingly inferior two handed gun girls... Any mediocre two handed shot gun... Mammoth Shotgun/Heavy Slug Thrower...
(see below)
Maybe bring a mortar.
Always the Little Wooden Clubs of Better than other Stun Options. I
think you need bigger sticks or electric sticks to stun things with
sometimes but with the combined rarity of that and the lack of feedback... I'm pretty sure the opportunity cost of carrying something other than the tiny wooden club is a bad choice. And all forms of stun grenades
my ass but maybe thats a hold over from experiences in prior patches... or minimal feedback.
There would be at least another tier of replacement for Tech Blades + Kustom Hand Cannons... There might even be SOME limited branching in roles, once upon a time it was ALMOST a good idea to bring a hover suit sniper once you got sniper options worth an ass. But for a while now the earlier game just goes so long I haven't seen those for a LONG time.
Also, just for tangential reference, I start a new game with each patch, looking at a lot of comments about what to use for certain missions on this thread... it seems pretty clear a lot of people have not been doing that when they respond to early game missions with the suggestion of bringing far later game levels of resources/techs.