I really hope we can hit the $1,000,000 stretch goal. I want that mini-campaign ![]()
I really hope we can hit the $1,000,000 stretch goal. I want that mini-campaign ![]()
Portraits for Today.

- Name : NOP-Slide(Inspired from the shellcode instruction)
- Class : Decker
- Race : Human

-Name: Voodoo
-Race : Human
-Class : Shaman

Yes!
Soon.
I might actually drunk stream it over the weekend if anyone is interested.
In the same way that Dragonfall was Dead Man's Switch+, Hong Kong feels like Dragonfall+.
In the same way that Dragonfall was Dead Man's Switch+, Hong Kong feels like Dragonfall+.

In the same way that Dragonfall was Dead Man's Switch+, Hong Kong feels like Dragonfall+.
Only issue I have is with the Matrix's real time stealth, if they made it turn based then everything would be excellent.
Only issue I have is with the Matrix's real time stealth, if they made it turn based then everything would be excellent.
We Turn-based geniuses can't really play Real Time without screwing up, can we?!
Posted from other thread:
Just finished the new shadowrun. Amazing, it's like an 8.6/10 compared to dragon fall which was a solid 9.1/10.
Whoever writes these stories and dialogue for these games should be given a raise. They are brilliant and if I had anyone work on arcanum it would be these guys. I'm satisfied.
I like pillars of eternity's mechanics but the content was terrible. It was a 7.3/10 for me.
Now we wait for Tides. Doing a shaman playthrough.
Only issue I have is with the Matrix's real time stealth, if they made it turn based then everything would be excellent.
I think it would have been too easy if it was turn based. If you can easily figuring out the paths and intersection in turn based would have been a breeze. They would probably have to add more drones to balance it out.
Also integrating the stealth into their original turn based system, the synchronization would be terrible because the stealth counts as 0 turns if you look at it. It only counts as 1 turn when you encounter an enemy
I think it would have been too easy if it was turn based. If you can easily figuring out the paths and intersection in turn based would have been a breeze. They would probably have to add more drones to balance it out.
Also integrating the stealth into their original turn based system, the synchronization would be terrible because the stealth counts as 0 turns if you look at it. It only counts as 1 turn when you encounter an enemy
I think it would have been too easy if it was turn based. If you can easily figuring out the paths and intersection in turn based would have been a breeze. They would probably have to add more drones to balance it out.
Also integrating the stealth into their original turn based system, the synchronization would be terrible because the stealth counts as 0 turns if you look at it. It only counts as 1 turn when you encounter an enemy
The main issue for me when sneaking through the matrix is that I'm moving pretty quickly and some of it requires me to be in precise in where I end up, usually I end up right next to the area I wanted to be. By then I can't react fast enough as I was already planning to do my next move.
Maybe they could actually have movement boxes in the matrix so you could know where you were clicking?
This could be rather easily adjusted. Have Stealth automatically switch to turn based mode and movement consume double the Action Points. This limits the range of movement of the player from just waltzing past and making them "react" to a shorter range of time, since the non-stealth units would be moving at normal speed.
Of course but in terms of implementation i do not know if it could be easily done. It would solely depend on how the turn based system is dependent on other parts of the system. If it is loosely coupled then by all means but if it something that was written in stone it might take a bit much more work to refactor.
The stealth doesn't consume any action points that is the thing. The minimum number of action points used in stealth could potentially be 0(If you move right). The only way to integrate this would be to give you infinite action points which is what the current system does mathematically.
The main issue for me when sneaking through the matrix is that I'm moving pretty quickly and some of it requires me to be in precise in where I end up, usually I end up right next to the area I wanted to be. By then I can't react fast enough as I was already planning to do my next move.
Maybe they could actually have movement boxes in the matrix so you could know where you were clicking?
Totally agree with that. Movement boxes would have helped I have had situations where I fail to move because I clicked outside of the box lol
Of course but in terms of implementation i do not know if it could be easily done. It would solely depend on how the turn based system is dependent on other parts of the system. If it is loosely coupled then by all means but if it something that was written in stone it might take a bit much more work to refactor.
The stealth doesn't consume any action points that is the thing. The minimum number of action points used in stealth could potentially be 0(If you move right). The only way to integrate this would be to give you infinite action points which is what the current system does mathematically.
Right, but it would be easy to add an Action Point consumption to Stealth, just like there is for Movement during combat. Entering stealth mode would mean entering combat mode, but instead of using 1 AP per movement square, it uses two. All NPCs continue whatever route or patrol subroutines they would carry out, such that the player has to avoid their field of detection to successfully "stealth."
It would be a different gameplay mechanic, but I don't think it would take a mammoth amount of effort to implement. Or, conversely, you could have the entire Matrix sections combat mode - that's what one mod I played did. It made walking distances between nodes tedious, but it also made sneaking and attacking in the Matrix much more detailed (as well as added extra layers to the hacking system in general).
Oh if it means implementing a different gameplay mechanic than by all means, I thought you meant adding to the already build model cause that would be tricky to change up especially if their codebase is ****.
This would be a good idea tho
Oh if it means implementing a different gameplay mechanic than by all means, I thought you meant adding to the already build model cause that would be tricky to change up especially if their codebase is ****.
This would be a good idea tho