I do agree on like a an alarm that lasts a certain amount of time in pawn shops. Maybe it could be disabled from behind the counter, but a failure causes it to keep going for longer. The base time should be like 30 minutes, with a 5 minute cool down timer on attempts to stop it. Dont know how hard it would be to implement, but there you go. They could be like death traps if they arent looted quickly enough.
Would be pretty easy, this is pretty much want my largely-unused event system is made for. I could even instate an automated police response of tazer-armed robots. Even in waves until you travel to a police station and destroy or hack the computer there (or until an hour passes, or something).
Yeah, that's a bit broken for a middling lvl9 - that's lv14-18 damage targets, I'd think.
lv24 with my spears I was doing 200, but thats with an actual weapon, good strength, and more than twice your level.
Whales, does strength actuall even factor into melee damage? I've noticed almost no difference between my 16str and 4str character on that front.
Well, strength affects your base damage, before weapon or skill bonuses are applied. But that's pretty small; see character creation. It also determines your bashing cap--which, I just realized, may not apply to unarmed; it obviously should.
Unarmed it supposed to get highly powered at high levels, but clearly pure damage isn't the way to go. I'll be moving it to throws (move and stun target), stunning attacks, maybe combos? And hitting will be made more difficult against fast-moving targets.
I think the adrenaline rush trait should be a standard mechanic for every character, the trait itself could make the effect stronger than normal though. As for balance it may give you penalty for ranged combat accuracy and reloading.
Well, this is a strong, life-saving level of rush. As in, 6 free moves (or more) when you need it most. And it has drawbacks; reduced INT and a comedown period that halves your speed and reduces all stats. I might put in a highly-nerfed version for all characters.