Excidium
P. banal
Yeah? Adventuring gear can fall into common sense depending on the GM and the type of adventure.
Yeah? Adventuring gear can fall into common sense depending on the GM and the type of adventure.
Depends on the character level there. If you're a brand new party of level 1-3ish adventurers sure. If the party's level 10+ and has bags of holding and/or portable holes and shit it's relatively safe to assume some basics like that depending on your DM. And if the DM doesn't want to assume things like that I believe there are a few magic items (I wanna say a cloak) that are basically just full of generic items like that. No more worrying about lugging a trusty 10 foot trap poking pole through narrow dungeon corridors when you've got extra-dimensional bags.Just like torches, flasks, ropes , spikes and various other item you need to purchase in D&D when doing a module?
You simply don't get the setting.
Absolutely nothing to do with the setting. Your reasoning for not "needing" it can be applied to any game as seen by some other people even in this thread. "Hey, you can stockpile ammo anyway, why not make it infinite then." And in that same line of reasoning: "You stockpile on health packs and/or reload anyway, why not have health regeneration?".
You don't track normal ammo mainly because tracking this sort of minutia is a pain in the ass
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Reasons not to use automatic fire in Shadowrun Returns:Ammo management at least makes automatic fire less of a no-brainer.
Not necessarily a drawback, depends on the situation. You shouldn't spray'n'pray all the time, anyway.Reasons not to use automatic fire in Shadowrun Returns:Ammo management at least makes automatic fire less of a no-brainer.
It'll use up all your AP for that turn (everyone starts with two, they have the ability to upgrade to 3 plus one more temporarily with an item/spell buff)
Manageable with the right equipment (harness, stabilizers, etc.). This depends on the level of gear customization that is in the game, admittedly.You take an accuracy penalty
If you kill the bastard with autofire, while a series of single shots wouldn't be as effective, this is a non issue. You'd have to reload sooner or later anyway.You'll use up more of your magazine and have to spend AP to reload more often
Yes, it's situational and we do not know a lot of variables, so it's actually too early to tell one way or the other.Although this also depends heavily on what kind of content they'll have.
Early editor access should be about a month before release so you have time to play with the editor and have stuff for people to play on day one.
Now that's pretty cool.Some good news for newbie editor people: first, we plan to make is so you can open our levels and see how we scripted things.
yeah....I hate counting bullets in CRPG unless it fits in well with the game design or settting. It makes sense in JA2 since it's a "management" kind of game and how you've got different types of ammo for different situations, it makes sense in games like Borderlands to have you run out of assault rifle ammo in the middle of a difficult bossfight in order to encourage you to experiment with different types of weapons and it makes sense in FO due to the low supply setting.
Shadowrunners tend to be prepared for their missions on Batman-like levels, so I don't think it's unreasonable to assume that your standard runner is literally clinking as he walks with spare clips and shells. I see no problem with an ammo-less environment. In fact, I considered the "infinite reloads" part of Xcom 2012 to be one of the very few areas in which it was better than the original. Cuts down on tedious micromanagement for your MANY soldiers that didn't really add much to the game while still keeping the tension of not emptying your gun at the wrong time.
Lol, toy.Hard to answer this question easily. There's no scripting in our editor - everything uses dropdown menus, so there's little to remember and it's hard to make typo errors.