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Author Topic: Odd LCS design choices  (Read 8448 times)

Gunner-Chan

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Re: Odd LCS design choices
« Reply #45 on: January 29, 2009, 09:45:41 pm »

If the mutants get stat boosts why not make them unreliable? Like a high Agility mutant could be jittery and shoot people unintentionally, or high intelligence mutants sometimes waste time making overcomplicated theory's.
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Jonathan S. Fox

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Re: Odd LCS design choices
« Reply #46 on: January 30, 2009, 12:59:10 am »

The current system for mutants gives them totally unreliable stats. IIRC, they should be able to get inhumanly high stats unless there's a bug and the normal stat cap is being applied to them; but even if they have 14 strength, for example, they might have 2 health. Note they start out with negative juice, which makes them appear to suck more than they do and makes any very high stats they might have appear less impressive.
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EuchreJack

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Re: Odd LCS design choices
« Reply #47 on: January 30, 2009, 02:15:21 pm »

Is there something like that going on with Crack Heads?  Cause I swear they can be quite the combatants once you get them back on their feet.  Maybe they're just former Athletes...

Aqizzar

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Re: Odd LCS design choices
« Reply #48 on: January 30, 2009, 02:37:38 pm »

Pity about their wisdom though.

And how can people have gone on so long about uses for mutants, without anyone mentioning the obvious?

At C+ genetic experimentation level, raids and military actions include Super Soldiers.
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Gunner-Chan

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Re: Odd LCS design choices
« Reply #49 on: January 30, 2009, 03:20:01 pm »

At C+ genetic experimentation level, raids and military actions include Super Soldiers.

Whoa, did not know that. I need to play this game some more.
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Aqizzar

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Re: Odd LCS design choices
« Reply #50 on: January 30, 2009, 03:32:12 pm »

At C+ genetic experimentation level, raids and military actions include Super Soldiers.

Whoa, did not know that. I need to play this game some more.

No...  That's the suggestion.  It doesn't happen.  (Yet.)
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Gunner-Chan

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Re: Odd LCS design choices
« Reply #51 on: January 30, 2009, 03:39:13 pm »

Oh, in that case it sounds like a very good one.
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E. Albright

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Re: Odd LCS design choices
« Reply #52 on: January 30, 2009, 03:59:24 pm »

At C+ genetic experimentation level, raids and military actions include Super Soldiers.

Hmm. If we're generalizing this to "raids", then it probably wouldn't be enough for genetics to be C+. How about genetics (by which you mean... animal rights?) and worker's rights? At that point the police union is outlawed and mercenaries are the chattel of the companies that hired them as teens, so it's not like they'd be able to say "no"...
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Aqizzar

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Re: Odd LCS design choices
« Reply #53 on: January 30, 2009, 04:05:44 pm »

At C+ genetic experimentation level, raids and military actions include Super Soldiers.

Hmm. If we're generalizing this to "raids", then it probably wouldn't be enough for genetics to be C+. How about genetics (by which you mean... animal rights?) and worker's rights? At that point the police union is outlawed and mercenaries are the chattel of the companies that hired them as teens, so it's not like they'd be able to say "no"...

I completely forgot about being raided by hikes and yokels too.

Which, combined with genetically engineered mutants, would be hilarious.

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E. Albright

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Re: Odd LCS design choices
« Reply #54 on: January 30, 2009, 08:36:06 pm »

No, no, no. Mutant hicks would definitely be tied to pollution, not research. Super soldiers happen by design. The Incredible Cletus... not so much.
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Yanlin

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Re: Odd LCS design choices
« Reply #55 on: January 31, 2009, 06:20:50 am »

Hmm. How about this?

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Cosmonot

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Re: Odd LCS design choices
« Reply #56 on: January 31, 2009, 05:45:46 pm »

The current system for mutants gives them totally unreliable stats. IIRC, they should be able to get inhumanly high stats unless there's a bug and the normal stat cap is being applied to them; but even if they have 14 strength, for example, they might have 2 health.

The last time I looked at it, the mutant stat generation is a bit more reliable than you say. Most often a mutant will have generally high or low stats because their randomly-generated stat total is either really high or really low, and then distributed in the same random manner as other people. It's unlikely that a mutant will beat the odds and end up with his stat pool distributed extremely unevenly, although the lack of a stat cap means that it is remotely possible.
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Jonathan S. Fox

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Re: Odd LCS design choices
« Reply #57 on: February 01, 2009, 08:27:59 pm »

Ahh, that may be it then. It's been awhile since I looked at the mutant stat generation, and I don't think I ever changed it.
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mainiac

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Re: Odd LCS design choices
« Reply #58 on: February 01, 2009, 08:36:54 pm »

I don't think I've ever seen a mutant.  Are they implemented yet?
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Jonathan S. Fox

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Re: Odd LCS design choices
« Reply #59 on: February 01, 2009, 09:24:43 pm »

Yes, but they're mainly around when Nuclear and Pollution are both C+. Best place to find them is the homeless shelter.
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