Chaosforge Forum

Other Roguelikes => AliensRL => Topic started by: Equality on September 27, 2012, 04:38

Title: (Spoilers)Skills and enemy mechanic
Post by: Equality on September 27, 2012, 04:38
sory for my English - I read and understand more better than write ;)

It's a pity no Wiki about game yet.
Please, check if I make mistakes.

Skills.
Spoiler (click to show/hide)

Enemies
Spoiler (click to show/hide)
Title: Re: (Spoilers)Skills and enemy mechanic
Post by: skarczew on September 27, 2012, 05:06
Spoiler (click to show/hide)
Title: Re: (Spoilers)Skills and enemy mechanic
Post by: skarczew on September 27, 2012, 05:13
Alco check what Game hunter wrote there:
http://forum.chaosforge.org/index.php/topic,5967.msg50951.html#msg50951
Title: Re: (Spoilers)Skills and enemy mechanic
Post by: Game Hunter on September 27, 2012, 08:05
3. Fitness and Perseption - maxed skill is "expert" for everybody?
Yes, and I think it's important that master skills are explained a little better so you know how you should be investing your skills. Simply put, each skill that can be mastered additionally requires that you be a specific class. Namely:
For Medics and Technicians, it would make little sense to invest so many points to get them to master anyway (edit: as a class that can't master them, I mean), but it's good to know regardless. Most of the masters' special bonuses are explained in-game, at least to some degree:
In addition to these special bonuses, masters also improve what is normally improved by non-master upgrades (weapon accuracy, medpack healing, reduced multitool use).

Enemies can be categorized as per your own organization. Praetorians sort-of fit in the category of warriors (elite-plus if you will) but they're very much in a league of their own, challenge-wise.

Wiki will be up soon enough, I'm sure. When that happens, I'll do my best to pull out all of the "hard data" (to the extent that Kornel allows) so that people can make use of it.
Title: Re: (Spoilers)Skills and enemy mechanic
Post by: AJBuwalda on September 27, 2012, 08:21
You will be glad to know that I will be starting a Wiki shortly, after God Hand's return. I will begin my work as soon as information is supplied to me.
Title: Re: (Spoilers)Skills and enemy mechanic
Post by: skarczew on September 27, 2012, 08:59
Enemies can be categorized as per your own organization. Praetorians sort-of fit in the category of warriors (elite-plus if you will) but they're very much in a league of their own, challenge-wise.
I would rather see Praetorians as a class of their own, or - as a "royalty" class (along with the Queen).

And, for some reason, my game experience matches your hard code knowledge and opinions, so far :) .
Title: Re: (Spoilers)Skills and enemy mechanic
Post by: Buzzard on September 27, 2012, 11:30
I'd really like to see the differences between some of the "Less Common" weapons. There's like three different 9mm pistols, and they all do the same damage! Is the only difference clip size, or is there an accuracy bonus with some as well?
Title: Re: (Spoilers)Skills and enemy mechanic
Post by: Lomaster on September 27, 2012, 12:28
I'd really like to see the differences between some of the "Less Common" weapons. There's like three different 9mm pistols, and they all do the same damage! Is the only difference clip size, or is there an accuracy bonus with some as well?
There is accuracy bonus. Weapons with less magazine capacity are more precise. It's a fact for pistols. As for other wepons - i haven't experimented with them yet, but i bet it pretty much the same rule.
Title: Re: (Spoilers)Skills and enemy mechanic
Post by: skarczew on September 28, 2012, 05:35
I'd really like to see the differences between some of the "Less Common" weapons. There's like three different 9mm pistols, and they all do the same damage! Is the only difference clip size, or is there an accuracy bonus with some as well?
There are four different 9mm pistols. They differ in "accuracy", which translates to damage being done.