странный баланс за 2 очка статов получить полноценного напарника...
How's that different from getting more hit points or action points or doing extra damage for 2 extra stat points?
Я полностью поддерживаю что некий НПС пойдет за нами только если мы прокинем харизму, но я совершенно не поддерживаю идею что два непися согласившихся идти с нами по отдельности не пойдут с нами вместе только из-за того что у нас низкая харизма.
It's harder to control two people than one. The more people you're attempting to control at the same time, the more challenging it is. Basically, it's easier to convince one person to do what you want rather than 3-4.
Учитывая, что спутники (за которых уплачено харизмой) будут еще и экспу отжирать, выглядит не балансом, а очевидным перевесом в соло-прохождение.
It wasn't the case in Dungeon Rats at all. Sure, you get more XP when playing solo and higher physical stats but it's still easier to play with party members. Solo was the challenge mode and we even added 2 bonus stat points to make it more viable.
Essentially, we tried these ideas in Dungeon Rats first (CHA-driven party, XP split, balance, etc) in a combat-heavy environment with zero distractions. It worked fairly well, better than expected, I'd say.
А энергетическое оружие убрать надо, если корабль изолирован, то энергетическому оружию просто не откуда взяться.
http://irontowerstud...ew-world-armory"There are three main weapon types: Energy, Firearms, and Melee. Our design goal isn’t to carefully balance them such that you could bring a dagger or an energy cannon to a firefight and face the same odds, but to give each one its own strengths and drawbacks.
Energy weapons are Earth-made, high-tech projectile weapons produced before the Ship was launched. They are very powerful, single-shot (no burst fire) weapons that deal high damage, but ammunition is limited and since the weapons themselves cannot be replicated on the ship, they are quite rare.
Firearms are Ship-made, usually without the expertise of a gunsmith or the luxury of a machine shop. Thus they are typically crude and less accurate than energy weapons, but have superior rate of fire (burst, multiple barrels, etc). Firearms ammunition is readily available, but not cheap, so unless you’re swimming in cash, you’ll have to consider alternatives such as melee weapons.
Melee weapons are a very diverse class, including both Earth-made tools like the Power Saw, and Ship-made weapons like the Chopper and Brass Knuckles.
Like a pirate who carried two loaded flintlocks and a cutlass, your typical adventurer might have an energy pistol charged to fire a shot or two on special occasions, a .45 revolver, an SMG with two full magazines to get you out of tight spots fast, and an axe, for when things get really dicey."