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Void bastards enemy numbers
Void bastards enemy numbers




What this would do is when you run out of food, you no longer take damage from moving / resting, but only regain health when you have food. So as an example, a client could be retired, and their brain put to work in a Nutrient Paste Dispenser. Then all future Clients would benefit from whatever function they are performing. So, as an example, perhaps you can retire a Client, extract their brain, and have their brain perform some kind of task onboard the main ship. Maybe if there was some way to make future clients better than your current client could ever be, would make it so that you are always better off to have deaths in a run, versus one-life to live. Further improvements to this system could be made by using the Gene Machine to reroll any of your three traits, but also turn one into a permanent one, freeing up a slot, say with the secondary merit-paid for usage of the machine. This would also make clients more interesting, as drawbacks you start with, remain in effect always, until you die. So if you start with Smoker and Sticky Fingers, those are permanent and can never be removed, and thus do not affect your 3 trait limit.

void bastards enemy numbers

What would make the game more interesting is if clients had permanent traits, that couldn't be removed. Being restricted to three Traits is quite harsh. And I've done about 12 Hard Bastard runs, and many less difficult runs as well. On the main menu, you see a variety of cool looking possible clients (like the one with a scouter built into his head), which I've never even seen before. New Clients aren't very interesting, most of the time. If there is 20 things of food in the STEV, why would BACS jettison it right? If you keep your built gear, then shouldn't you keep all the things in the STEV? I can understand losing everything if a Void Whale eats the STEV, but dying on a wreck, at worst, would see you lose the ammo of that current loadout. It doesn't make sense why you would lose all your ammo, fuel, and such forth when you die. A Hard Bastard run is significantly harder, if you die more than once, for example. Currently the game is easier if you stay alive, than it is if you die.

void bastards enemy numbers void bastards enemy numbers

Or maybe the developers will fix these issues in VB1, who knows, but I'm operating on the assumption that they probably won't, so these are things for VB2. So as it seems that future DLC is unlikely, these are the things I hope VB2 addresses, that are core problems of VB1.






Void bastards enemy numbers