.∙'∙. - by TF
TF on 17/6/2008 at 15:11
Repair med bed -> remove activation key
Repairing a med bed has high requirements because I set them like that for balance.
Aekeron on 17/6/2008 at 15:26
Unless I'm mistaken, there's no durability for the med bed. As TF has said, the repair just removes the key.
TF on 17/6/2008 at 16:07
To clarify, a med bed is considered "broken" when it has a key installed, but all that does is allow you to use your repair skill on it to "fix" it which will remove the key, turning the bed into a partial one.
Schattentänzer on 17/6/2008 at 16:33
The med-beds a really nice idea. IIRC, you could also repair turrets in the beta, but I forgot whether it was tied to the skill.
Do you think something like Gun + Broken Gun of same type = Gun Condition +1 would work for Repair (ie use spare parts of the broken gun to fix the working one)? Nothing that would replace Maintain, more like complementing each other.
TF on 17/6/2008 at 17:10
You could only fix turrets in the beta with an auto-repair, in this you should be able to do it with the repair skill as well, though naturally the costs/requirements will be fairly high.
That broken gun idea sounds interesting though I'm not sure how the repair skill ties into it, first you do an inventory combination and then what? Or is that all that's needed for a condition boost?
Schattentänzer on 17/6/2008 at 17:48
Yeah, the idea was just to make a simple "broken gun on working gun" inventory combo. In effect, the broken gun acts like a maintenance tool (prolly with a fixed maintenance modifier, or maybe the full Maintain skill bonus?), but allow it only with a certain level of Repair. Alternatively you could trigger the mini-game once combined, but I don't know if that's possible to pull off.
Rainalkar on 17/6/2008 at 19:45
Quote Posted by TF
Repair med bed -> remove activation key
Repairing a med bed has high requirements because I set them like that for balance.
I didn't see it right, I actually thought you made them repair other things, aside flesh ;)
I don't think that broken gun is such a good idea... It would make Standard easier to use compared to others, since there are so many pistols, shotguns! in the game.
By far the best thing would be to change repair so that adds more durability, say Repair 1=2 durability, Rep2=2,5, 3=3, 4=3,5, 5=4, 6=5. That way Maintenance still gives you more, but you have to use Tools which cost, but you can still only use repair when something gets broken. That would the skills very interchangebale. I don't know can it be done, ofcourse.
JediKorenchkin on 19/6/2008 at 01:08
This thread is intense. :thumb:
If you need anything at all TF, you give me a holler.
Aekeron on 19/6/2008 at 13:12
Quote Posted by Rainalkar
I didn't see it right, I actually thought you made them repair other things, aside flesh ;)
I don't think that broken gun is such a good idea... It would make Standard easier to use compared to others, since there are so many pistols, shotguns! in the game.
By far the best thing would be to change repair so that adds more durability, say Repair 1=2 durability, Rep2=2,5, 3=3, 4=3,5, 5=4, 6=5. That way Maintenance still gives you more, but you have to use Tools which cost, but you can still only use repair when something gets broken. That would the skills very interchangebale. I don't know can it be done, ofcourse.
The broken gun thing could be good if it just repaired 1 point of dura and only on weps of the same skill level req or something. If the other weapons are more balanced then it won't be so bad as standard weapons would be reduced in power quite a lot anyhow (though thinking about it, this might be more of what TF pointed out in the other idea I had... two things cancelling each other out).
TF on 21/6/2008 at 17:11
Why do people love Soma so much? You can't cheat and kill the brain early with it anymore, it steals at most 25 HP with stats maxed, takes forever to kill anything bigger than a hybrid with it, the tier 5 healing power is more efficient, pyrokinesis is better at killing organics.