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Author Topic: New trait - Salvage  (Read 8685 times)

Tavana

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Re: New trait - Salvage
« Reply #15 on: October 19, 2009, 01:48 »

... Who in their right mind  ...

We're talking about people who play DoomRL, right? o.o
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Vestin

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Re: New trait - Salvage
« Reply #16 on: October 19, 2009, 02:07 »

We're talking about people who play DoomRL, right? o.o
That is the sanest group of people I communicate with, nowadays ;). I stand by my statement...
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Aki

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Re: New trait - Salvage
« Reply #17 on: October 19, 2009, 02:30 »

* Aki puts Vestin in the Madhouse
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Vestin

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Re: New trait - Salvage
« Reply #18 on: October 19, 2009, 02:39 »

* Aki puts Vestin in the Madhouse
No go, dude. They're all above max capacity, so people like me are free to roam the streets... Scary, huh ?
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Aki

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Re: New trait - Salvage
« Reply #19 on: October 19, 2009, 03:03 »

* Aki puts Vestin in with Kornel and his crew
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Vestin

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Re: New trait - Salvage
« Reply #20 on: October 19, 2009, 08:30 »

* Aki puts Vestin in with Kornel and his crew
I feel like a staff member in Theme Hospital (or a goblin in Dungeon Keeper), being so dragged around xP.
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Silhar

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Re: New trait - Salvage
« Reply #21 on: October 19, 2009, 10:59 »

* Silhar slaps Vestin and locks an estate on payday. Eat this.
It feels so good to be bad.

BDR

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Re: New trait - Salvage
« Reply #22 on: October 19, 2009, 14:19 »

There is still the side-idea of enabling the player to take a normal weapon and turning into an advanced one.  Perhaps the 'stupid' salvage version could be combined with this to make it more worthwhile.  This would need some stiff requirements, though.

Also, I think I'm going to make a luck-based master trait that blocks the no-brainers. :P
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Tavana

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Re: New trait - Salvage
« Reply #23 on: October 19, 2009, 15:33 »

AdvTech Weapon Pack does that, BDR. Found one yesterday.

Perhaps just add another weapon mod that strips the mods already placed on the weapon, and make it a Unique as well? Then give it a 50-70% chance to spawn somewhere you'd not want to go unless you had to?
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