Hey guys,
post here your ideas to improve our Content, like:
- chaning skills/gear for starter professions
- change/add vendors
- etc...
- fiyx the flying tree/box in... (please gimme a screenshot with Numpad activated ;p)
Many thanks,
X.
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Hey guys,
post here your ideas to improve our Content, like:
- chaning skills/gear for starter professions
- change/add vendors
- etc...
- fiyx the flying tree/box in... (please gimme a screenshot with Numpad activated ;p)
Many thanks,
X.
Desert Racetrack does not have a vehicle ammo vendor.
The nomads in noob MC5: There are too many of them. Two new vendors should be created for noob MC5, one that sells only the un-modded ammo the starting guns use, and another that sells weapon parts (for the mission). Those vendors currently sells hundreds of items noobs don't need; they are extremely messy and confusing, especially for new players.
My suggestions for starting profession rework:
https://forum.neocron-game.com/showt...s-Spy-Assassin
Improving weapons to "better" quality the same as psi spells would be very fair and helpful to new players.
Making kill missions give 300% more money would help new players be able to afford gear. The hardest part about starting from scratch is early money (we tested this by leveling from scratch).
Removing all remote implant and hack tools over TL 30 would make sense. They currently all fuction the same and many players who don't know that waste money on the higher TL tools.
Edit: Post #3000! woo
Preselect all Chats and make Help default Chat for new players.
Pre Implant Psi Glove.
Pre Fill Quickbar with modules/weapons/medkits for new players.
I don't see how this helps? They will still have to do themselves when they run out. A simple hint to tell them they are draggable slots would be enough to teach them to it themselves.Quote:
Pre Implant Psi Glove.
Pre Fill Quickbar with modules/weapons/medkits for new players.
Firstly change store bought weapons from bad to better.
Get a HEW vendor in P1
Ability to buy vehicles and ammo at DRT (no brainer)
Make professions worth investing into.
Example: Smuggler - with 200 Barter allow him to smuggle items from any faction FSM.
Maybe allow him to purchase outstanding quality weapons from certain vendors/smugglers.
Increase the amount of cash per mob killed dependant on Barter skill - add a cap so it's not silly. I.E 10k for a Grim chaser. It's CA that pay the runner, if he has a better contract than other runners then why wouldn't he get more cash?
Increase % chance of an extra Tech part to drop from high level mobs such as Grim Chasers.
Field media (AKA PPU)
Provide an XP bonus providing there are zero points in APU, allowing PPU's to gain levels faster.
Hacker:
Obv designed for hacknet and hacking outposts, very hard to level a pure hacker.
Increase XP gain from successful hacks, there are lots of boxes and doors that can be hacked at low level, make it worth exploring.
Add high level hack terms throughout the game - rewards range from cash (imagine hacking a cash machine) to intelligence you can hand in to your faction for XP & Symp - failure to hack turns on a turret which attacks the hacker - risk reward - also alerts cop bots to a crime if inside the city(sounds an alarm and puts cops on alert).
Add high level hackable containers with better loot, 5% chance of dropping a random Tech part from a high level box... the higher the skill required the greater chance of finding better loot.
Again failure to succeed could result in a fatal electric shock or activation of a turret.
Hackers could also hack a copbot to deactivate it for 5 minutes ? Failure to hack results in death by cop bot.
Engineer:
Difficult one, certainly XP gain for pure constructor should be considered.
Scientist:
Same as engineer.
Driver:
Lot's of possibilities here, maybe a character with really high VHS points gets an increase of vehicle speed say 10% and increase in armour, % increase over standard depending on the amount of points added, bonus only achievable for lots of points invested in the skill. Obv we don't want to see Rhinos with stupid speeds and armour values so it should also be vehicle dependent.
No, the pop-ups like when you first enter your apt and such. I see literally no point in hand holding them by pre-equiping their toolbar - shall we pre-equip it for the rest of their NC life?
If they can't figure that out they need to stop playing computer games fullstop.
If it hasnt been done already then make impact damage from flying vehicles about 100x less than it currently is.
Add the ability to do "bulk" jobs (construction/research) of a batch of research cubes/constructed items. Make it take longer and use more lube/grease but produce 50 bps/items at once instead of one at a time.
Make medkits/stamina boosters stack in a QB up to max stack, not just one. Make each booster or medkit one time use not 3x use also.
added: DRT - VHC ammo trader; PTS Update is incoming soon!
Can the terminator quad quest be tweaked? Right now it's kinda worthless for a player that is able to complete it but it'd make a fairly decent low level combat vehicle if it was moved to be more in line with a level 20 user rather than 40+