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XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.95A - 3 Oct - Star Gods' Revenge
« on: October 15, 2015, 08:01:57 pm »Some (and more planned), but the melee part of the balance has to be there from day one (so does the alternative option to engage powered armor - and your only other option, before voodoo, are high explosives), and it wouldn't make much sense to have flintlocks next to power swords. The rationale is, powered armor wasn't designed against melee, and what we see in the game as a melee hit, is actually a whole attack maneuver (irl, you don't slash a heavily armored enemy across their body - you either use a dedicated AP weapon, like warhammer, or trip them and stab into weak areas). None the less, I might add some "armor class" to powered armor... to make it harder to perform a successful attack. I don't want the power-armored enemies to be undefeatable except for some trick you need to know (the trick being, 'buy a Panzerfaust').
Well it's always your choice, but it'd allow nice cheats (like using an axe with your melee stat around 20-30 due to wearing a non-melee armor).
As for making ranged armor a starting armor... I don't know (if so, then with some painful penalties - like Reactions and carrying capacity). Early research, yeah, but not from day one. 'No Armor' should also be a viable option IMO, it's not there just to be eye-candy. Plus you need some incentive to research stuff
well is the future of course power sword would look nice....in late game at least(when you are not using muskets) i'm not asking for early tech of course, also when designing my fan sniper gear i was thinking in this: the googles allow to see better in distance but like the night googles, they are bad at close range, affecting reactions and close/mid range and walking TU, also if we take the googles it work as eye candy for day one , carrying capacity i did not think of that but is a good idea