Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Shadowrun Shadowrun Returns Pre-Release Thread

Cromwell

Arcane
Joined
Feb 16, 2013
Messages
5,443
I have a question about Shadowrun in general, is there any super stealth technology in the game like active camo or cloaking devices or anything like that?


Im not the most knowledgable person, but as far as I know theres nothing like that, never heard of it. maybe with spells it is possible.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
I have a question about Shadowrun in general, is there any super stealth technology in the game like active camo or cloaking devices or anything like that?

Really depends. There's invisibility, which fools living organisms into thinking you're not there (although if memory serves, they get to attempt to disbelieve it.. it's been a while). There's also a stronger version of invisibility which will make you transparent, which fools cameras. But things with thermographic vision (cyberware. Trolls and orks have it naturally) or ultrasound will still be able to pick you up. You can get a thermoptic camo suit that muffles your thermographic signiature and is coated with nanotech thingamajugs that allows it to change colour like a chameleon. But that just gives you bonuses to stealth and doesnt' work if you're moving fast. Either way, any mage or awakened critter who can assense astrally will still be able to see you even if you use thermoptic camo. (Although regular invisibility will still fool them since it basically makes them think you'r enot there).

There's lots of stealth technology (the game is about infiltration after all), but most of it has hard counters and there's no magic "I win" invisibility short of stacking everything. But then you've just sunk a ton of nuyen and karma into it and it's still not 100% proof against good sensors. Heck, pressure plates, laser tripwires, pheromone sniffers and so on will still detect you.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,729
I was looking for another quote of his where he basically says, "When I was young I wanted things to be challenging in a game, but you know what? Life is challenging, I want games to be about me being awesome and destroying everyone." I mean, I suspect that some of it is dumbing things down for the masses, but I think a large portion of it too is him becoming a gamer that likes more dumbed down games. Check out his blog posts and you'll see a lot of that (the PC in Mass Effect 3 is too ugly and the player shouldn't feel like an ugly person, old games are awful and unplayable, etc.).
http://jeff-vogel.blogspot.com/2010/06/quick-late-review-bioshock-2.html
Also, early on, you can get the ability to freeze the enemy you're fighting. Once you have it, all boss fights become completely trivial for the rest of the game. Once, when I was younger, I would have seen this as a flaw. Now I am old and slow and I think games just get too darn hard, so the ability to instantly freeze and obliterate everyone is awesome. In my fantasy world, I don't want to be a loser who is incapable of ever succeeding.
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
:roll: He seems to target excactly the Hepler fanclub among the Biodrones as hit target audience.
 

Jaesun

Fabulous Ex-Moderator
Patron
Joined
May 14, 2004
Messages
37,433
Location
Seattle, WA USA
MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
A breakdown of (hopefully newish) information found in the videos. It's super early in the morning here and I'm exhausted so please be gentle if I miss something or make typo's

Karma - Karma is not just awarded for mission completion but can also be rewarded for secondary and tertiary objectives within the mission. (No mention if they would be awarded immediately or at the end of the mission)

Editor Conversation Control - You can add as many conversation prerequisites as you'd like on conversation options (Example: Make an option that requires 6 Strength AND 6 Charisma AND 6 Body to use)

Cover Mechanic - There are different levels of cover available. Additionally if there are extra items between you and your target other than the cover you are immediately in these will add to the cover benefit.

Editor Weapons - You will not be able to modify what the stats are of weapons in the editor. (An Ares Predator cannot be given the states of a sniper rifle for example).

Skills - Abilities such as firing a gun full auto are "Unlocked" by the appropriate skills. No mention if they unlock automatically once your skill gets to a certain threshold or if you must pay to unlock them additionally after reaching that threshold.

Editor - You can make NPC's drop items when killed through the trigger system.

Budget - After stuff like kickstarter fees/amazon fees/swag/taxes roughly 1.2 million was raised for the game development.

Missions - You will be presented by a Runner hire screen when entering a mission area. Missions can require you bring certain classes (Such as requiring you have a decker for example)

Combat this part of the clip was cut off slightly so might not be completely accurate - People can walk through each other. So you cannot block doors for example

Weapons - Each weapon has a unique sound radius so enemies can "hear" you firing and respond to the threat of gunfire. Silenced weapons will be available.

Editor You can assigned NPC's to "any number" of teams. You can control if these each of these teams are hostile of friendly with each other. (might make for some crazy free for all combats your runner team gets tuck in the middle of)

Missions - Party size in missions is 4. You can summon as many "extra" guys such as spirits as you can muster with them.

Combat - Some spells have cooldowns so you can only use them every X number of turns. You have the option of casting spells while they are still on cooldown however, but you will take damage for doing it.

Combat - Death is permanent. If you lose a runner he is gone forever. UNLESS they have a docwagon card. Then they will be revived after the run.

http://www.shadowrun.com/forums/dis...ything-new-will-come-out-of-sxsw-today#Item_1
 

Jaesun

Fabulous Ex-Moderator
Patron
Joined
May 14, 2004
Messages
37,433
Location
Seattle, WA USA
MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Yeah. Having the freedom to make the kind of game you actually want to make shows. I can't wait to fucking play this. <3
 

Junmarko

† Cristo è Re †
Patron
Joined
Jun 20, 2011
Messages
3,553
Location
Schläfertempel
Have they mentioned at all how long the campaign/s will be? The last game I played which put me into a hermit state was Deus Ex: HR - I hope this is equally if not, longer.
 

Jaesun

Fabulous Ex-Moderator
Patron
Joined
May 14, 2004
Messages
37,433
Location
Seattle, WA USA
MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech

Aeschylus

Swindler
Patron
Joined
Mar 13, 2012
Messages
2,543
Location
Phleebhut
Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
...The last game I played which put me into a hermit state was Deus Ex: HR - I hope this is equally if not, longer.
Very doubtful. They are working with a tiny budget and putting a lot of work into an editor. I'd expect a campaign in the 10-15 hour range. Though I suppose ultimately it depends on what sort of depth they're going for.
 

Junmarko

† Cristo è Re †
Patron
Joined
Jun 20, 2011
Messages
3,553
Location
Schläfertempel
Yeah true. Hopefully the community can pump out some quality mods with the editor. I'm sure a lot of tabletop veterans would be keen to do some tinkering with it too, they would probably make the best modders.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
I'm actually considering putting a 77-session monstrosity of a SR4 campaign into mod form for this game. Depends on how much you can do with scripting, how many non-combat skills will be implemented, etc.

(also starring: my awesome mad scientist character, the only 1-IP member in a team of cybered/magicked monstrosities!)
 

Lancehead

Liturgist
Joined
Dec 6, 2012
Messages
1,550
Combat - Some spells have cooldowns so you can only use them every X number of turns. You have the option of casting spells while they are still on cooldown however, but you will take damage for doing it.

Where's the righteous wrath of the Codex against cooldowns? I guess they're okay awesome if the game is turn based.
:troll:
 

Dickie

Arcane
Patron
Joined
Jul 29, 2011
Messages
4,370
Steve gets a Kidney but I don't even get a tag.
Where's the righteous wrath of the Codex against cooldowns? I guess they're okay awesome if the game is turn based.

Several people in this very thread have expressed dismay over the cooldowns.

Does anybody know for sure if hacking will be in this game? I really enjoyed that part in the Genesis version. It's probably the only mini game I've had fun with in any game.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
(also starring: my awesome mad scientist character, the only 1-IP member in a team of cybered/magicked monstrosities!)
:lol: :salute: Did you spent most of the combat hiding under a table?
Let's just say I had a lot of time to think up witty one-liners while everyone else was busy being useful. :troll:
Other than that, I was the team's medic, smart guy, and sometimes-face, so in combat I just hit one mook every round with my Pulsar (yeah, tazer gun... hippocratic oath and all that) and tried my best to not die. It was pretty amusing, but if I had to do it again, I'd probably go with a physical adept or sommat.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom