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Topic Summary

Posted by: sarge945
« on: 09. May 2021, 01:53:35 »

I've been thinking more about how the game is designed, and why QBRs feel so...awkward to so many people.

I guess when it comes down to the actual gameplay of both QBRs and Medbeds, they are *mostly* fine in their initial design. The issue is how spammable/abusable they are and how the save system effectively renders them meaningless.

Having an actual resource cost to dying is pretty based, same with having a resource cost associated with healing.

The main issues I see are:
1. There's sort of no point paying the nanite cost to use a QBR, since you can freely save anywhere you want and can just load the game on death. 15 nanites is far too cheap for a resurrection (a single med hypo can cost 20 something nanites after hacking a replicator), but increasing it to, say, 100 nanites (a far more fair and less spammable/abusable cost) then makes it worthless because saves are free. The game is contradicting it's own design. In their current design QBRs are basically just a punishment for forgetting to save recently, which is horrible.
2. Medbeds are so insanely cheap and plentiful, and can be spammed near infinitely. The player can run around to a medbed quicker than the enemies can respawn, which can make for a very repetitive (and in my opinion, extremely boring) style of play where the aim is to save hypos by constantly running back to the medbed. Again, free saving sort of invalidates all this anyway because why bother spending 10 nanites for a heal when you can just keep reloading until you get the kill perfectly.

In fact, many mechanics are broken by free saves. Failed a security computer hack? Just reload. Spending too many nanites on a modification and you run out? Just reload.

Unfortunately, short of changing how the save system works itself, or artificially enforcing certain rules on yourself when playing, many aspects of the game are impacted negatively. QBRs feeling cheap and overpowered plays directly into this.

I once had an idea to keep QBRs and Medbeds without making them abusable (and giving some backtracking mitigation), which was to have them break (and need to be repaired) every 3 uses (or every 1 use for a QBR), with the repair level requirement and difficulty going up by 1 every time they break, until eventually they can't be repaired anymore. While I feel like this would help to mitigate some of the "just go down the elevator and heal" shenanigans, it still doesn't fix the fundamental, underlying problem - the time machine in your pocket that lets you delete your mistakes for free.

Not that there's anything that can be done about this. As has been mentioned, saving is a core fundamental engine feature.

But if I had a recommendation for people wanting to get the absolute most out of the game, you should enforce these rules upon yourself:

1. Save the first time you reach every bulkhead. Unbind your quicksave key and do not save anymore unless you're needing to quit for whatever reason. If you save and quit, delete your save as soon as you resume.
2. Use the QBR Breaker mod as QBRs are far too cheap.
3. Either don't use medbeds at all, or use SS2-RSD so that they all require activation keys.
4. (Possibly) increase (double?) the respawn rate, which will make backtracking to safe healing sources less rewarding. This does nothing to stop the giant item hoarding commonly seen in medsci though, where every item in the game is stored there (why did they bother giving us an inventory?)

By playing this way, you will suddenly find that:
- Nanite costs for things like security terminals, hacking difficulty etc actually matter. You will no longer end the game with a huge overabundance of nanites
- Red nodes are still generally not worth taking, but if you're running low on nanites, they might be a risk worth taking. With free saving they are literally a worthless choice as they either succeed, or they fail and you reload.
- You might actually run out of med hypos (and, god forbid, have to actually buy some!), as your particularly bad fights will stick with you and will have to be healed off, rather than being simply deleted when you go "that was terrible" and reload.

I'd suggest everyone try it. It's a completely different (and in my opinion, far better) gameplay experience. I might try an ironman run one of these days too, although I can see how it could be frustrating going RIGHT BACK TO THE START because a psi reaver kills you in body of the many. I feel like my approach above is forgiving enough to not be frustrating, but still punishes you for your mistakes. With this playstyles, QBRs aren't that bad (although the nanite cost is still WAY too forgiving)
Posted by: sarge945
« on: 08. March 2021, 21:10:23 »

self-restraint, best restraint.

Your best bet is to unbind the quicksave key and not use the menu.

Spamming the quicksave button can be....a habit
Posted by: voodoo47
« on: 08. March 2021, 12:13:07 »

as mentioned, we are very sure saves are handled by the engine, so no, ain't gonna happen. self-restraint, best restraint.
Posted by: Salk
« on: 08. March 2021, 11:59:23 »

Perhaps the saves limit could be optionally introduced by a specific modification and made it independent from the difficulty level?
Posted by: sarge945
« on: 19. February 2021, 02:40:27 »

I think Dark Souls has the most balanced QBRMs I've seen so far in any game - you get fully refreshed, but the entire area also gets fully respawned.

Of course, it doesn't have saving at all, but it's still overall a good system. Save scumming is impossible, but at the same time the death mechanics are sufficiently punishing.

Imo the big problem with SS2 is that the QBRMs contradict with the save system. As you pointed out, if it's not cheap nobody will use it. But if it's cheap, it's overpowered.

I really wish there was a way to limit the game to autosaves, but I guess players can already do that by just not saving.

I usually play "autosaves only, QBRMs disabled" and it's pretty fun. There's a few ironman playthroughs on YouTube and they look pretty fun too, but probably beyond my skill level.
Posted by: Kolya
« on: 18. February 2021, 18:11:09 »

The QBRMs have to be cheap because if they would cost you people would just go back to save scumming.

One might check with a tripwire before the QBRMs whether the player was resurrected. If the player leaves a QBRM he didn't enter, you could punish them, eg  by triggering an Alarm.

I'm wondering if one could also detect loading of a save game inside the game somehow and punish that equally.
 
Posted by: JDoran
« on: 18. February 2021, 13:41:13 »

You know missions can't disable saving and loading, right? That's functionality handled at the metagame level, which is completely outside the game engine.

No, I didn't know that. I've never tried to edit or create anything in the SS2 editor so I don't know what might or might not be possible, sorry.

Oh well, if anyone did want to "Iron Man" the game, then (as with most games) they could do it on the honour system.
Posted by: sarge945
« on: 18. February 2021, 02:08:20 »

Oh wahh wahh. Gamers who abuse the QBRs to engage in suicidal zerg rush tactics have already abandoned immersion anyway.

If using an immersion breaking and boring playstyle is the best overall strategy, maybe the game isn't so well designed.

But sure, I'll play. Pray tell, why do YOU think some of the smartest PC game designers ever to walk the Earth—designers who were singularly focused on producing immersive, simmish experiences—thought that implementing the nonstandard resurrection machine mechanic in both Shock games was a good idea?

"Okay mister, if you're so smart then how come I have this argument from authority? Checkmate!"

But to actually give a serious answer, at least the cyborg conversation chambers actually cost you time, which means something tangible on the higher difficulties where completion time is a factor. It's an actual punishment for dying.

In SS2 they likely just ported it across because SS1 had it. They at least tried to balance it but overall the incentives and punishments are piss weak. I'm open to the idea of more hardcore QBRs, but their vanilla implementation is extremely lacking to the point where disabling them and relying on autosaves actually makes the game harder in many ways as I explained in my last comment. I understand the concept they were going for, it's just not implemented very well.

You know missions can't disable saving and loading, right? That's functionality handled at the metagame level, which is completely outside the game engine.

Yes. Some good discipline is required to not save scum. It sucks but that's the reality. This mod at least makes being disciplined a little easier.

Not striving to make something better because the engine has limits seems very defeatist. Even if this mod doesn't truly fix the problem, it at the very least addresses it, and I appreciate it for that.

The nice thing about mods is, if you disagree, nobody is forcing you to use it.

I'm still yet to see how arguing that this is for crybabies is a sound argument, let alone a valid one.
Posted by: Join2
« on: 17. February 2021, 16:44:09 »

Bioshock 2...It never gets old or boring, I think.

Most triggering post in the thread award goes to you, but it's for the best as you distracted me from some other triggering shit that I don't want to get involved in (been there, done that). The game was so boring and hardly improved the flaws of the first game (though it fixed some) that I gave up 70% of the way in and never returned. This is not an excuse for you to turn this into a thread about defending Bioshock 2. You bring this upon yourself with your constant Bioshock praise. Please just ignore me :thumb:
Posted by: ZylonBane
« on: 17. February 2021, 15:38:09 »

False. QBRs are so cheap and plentiful, they effectively allow you to continually throw yourself at hard enemies and wear them down for an extremely small nanites cost which can easily be replenished by a handful of easy kills.
Oh wahh wahh. Gamers who abuse the QBRs to engage in suicidal zerg rush tactics have already abandoned immersion anyway.

But sure, I'll play. Pray tell, why do YOU think some of the smartest PC game designers ever to walk the Earth—designers who were singularly focused on producing immersive, simmish experiences—thought that implementing the nonstandard resurrection machine mechanic in both Shock games was a good idea?


In SCP, you could perhaps have four Iron Man difficulty Levels; Iron Man, Easy, Iron Man Medium, etc, where each Iron Man difficulty level is just the equivalent straight difficulty level, but with the save and load features disabled words words words words words words words words words words words words words words words words words words words words
You know missions can't disable saving and loading, right? That's functionality handled at the metagame level, which is completely outside the game engine.
Posted by: RoSoDude
« on: 17. February 2021, 15:30:42 »

I had ideas/plans to make QBRs more hardcore and more tightly integrated, but I'm not sure if they're feasible in NewDark.

Not to mention, I died only 2 times total in my last playthrough on Hard (with my mods which all make the game more difficult), both times to platforming on maps with no QBR or one I hadn't found yet. So even hardcore QBRs would barely make a difference, unless Impossible difficulty proves much different.
Posted by: JDoran
« on: 17. February 2021, 12:57:21 »

Maybe SCP can add more difficulty modes, or difficulty mode modifiers.

For example, some people like to play "Iron man" mode in various games, which is where you voluntarily don't save in a game, and if you die before you complete the game, then you have failed, and if you want to continue, then you have to start again from the beginning.

In SCP, you could perhaps have four Iron Man difficulty Levels; Iron Man, Easy, Iron Man Medium, etc, where each Iron Man difficulty level is just the equivalent straight difficulty level, but with the save and load features disabled, and the QBR booths disabled too (since QBR resurrection is just a sort of save/load system, kind of). So when you die, it's game over, no ifs or buts. Most players won't want to play this mode, but it might well be a welcome challenge to those who know the game backwards and want to be challenged by the game again.

Then you could have four "QBR-Only" difficulty levels; again, these levels don't allow saving or loading, but the QBR booths do work, but they charge a higher, carefully considered (by the SCP authors) amount of Nanites, to make resurrection a much more undesirable game mechanic. Maybe resurrection could have even more penalties, such as not all of your ammunition or energy levels survive, or not all of your weapons come back to the booth with you, so you have to go back to where you died to pick up those weapons.

And of course the game should keep it's current (save and load at will, and QBR are allowed) difficulty levels, for anyone who don't want to experience the challenges of Iron Man difficulty,or QBR-Only difficulty.
Posted by: sarge945
« on: 17. February 2021, 07:22:16 »

False. QBRs are so cheap and plentiful, they effectively allow you to continually throw yourself at hard enemies and wear them down for an extremely small nanites cost which can easily be replenished by a handful of easy kills.

Far from being babies, one of the reasons people use this mod is because they want the game to not be trivialised by mechanics that aren't balanced well.

Being kicked back to the start of the deck (the last autosave) is often further than the QBR anyway, trivialising things even more.

If there was a proper save scum removal mod it would pair well with this one.
Posted by: ZylonBane
« on: 17. February 2021, 01:44:59 »

Something not yet mentioned in this thread is the entire reason why QBRs exist in the first place-- to encourage players to NOT save-scum. With an active QBR, you stay immersed in the game world even when you die instead of getting kicked back out to a game menu. Just like the non-pausing PDA keeps you constantly in the game, the QBRs also keep you constantly in the game. It's a good thing.

Some gamers are big babies who don't like to live with even the slightest consequences of getting killed though, so they save-scum anyway.
Posted by: JDoran
« on: 16. February 2021, 22:55:06 »

Right, things are either shit or not. Stop confounding us with those multivalent ideas of yours, JDoran!

"Multivalent"? I've just learned a new work, thanks!  :)
Posted by: JDoran
« on: 16. February 2021, 22:53:43 »

So you're telling me a game that, by your own admission turns to complete shit after the first half, is good.

Interesting.

No, it's still a good game, at least for the first half, but it really falls off later on. A few games are great to play up until a certain point. Half-Life, for example, is great except for the conveyer belt part in the middle (which isn't too long, thankfully), and the tedious Xen sections at the end of the game. Whenever I play through Half-Life, I always stop at the part where you teleport to Xen. Apparently the fan made game Black Mesa has totally changed the Xen levels, and they are really good to play (so I've read), but I've not played Black Mesa since their version of Xen was added, so I can't yet comment.

Psi Ops is another great game where the developers really harm the latter part of the game. When you acquire the final mind-power, that's when playing it becomes a chore. Until then it's fun to play.

Bioshock jumps the shark much earlier in the game than Half-Life and Psi-Ops, but it's still well worth playing until that point.

Bioshock 2, though gets almost everything right. It fixes most of the first games flaws, has a better moral choice system, the game dodn't suffer a loss of quality at all as it goes on, it improves the hacking, and plasmids, adds some new things into the mix, the levels are more fun to explore, the game doesn't feel like it's one scripted event after another, and has better bot-pathing for the flying security turrets. The only things the first game does better than the second are the opening scene in the first game, where you first see Rapture as you glide towards it in the bathysphere, the first game's story is more memorable, and the main characters are more memorable in the first game.

Bioshock 2 is the only one of the three Bioshock games that I regularly replay. It never gets old or boring, I think.
Posted by: Kolya
« on: 12. February 2021, 20:02:29 »

Right, things are either shit or not. Stop confounding us with those multivalent ideas of yours, JDoran!
Posted by: sarge945
« on: 12. February 2021, 16:07:02 »

So you're telling me a game that, by your own admission turns to complete shit after the first half, is good.

Interesting.
Posted by: JDoran
« on: 12. February 2021, 15:35:37 »

Bioshock being terrible at everything isn't exactly news.

It isn't even remotely correct, either. Bioshock was a terrible System Shock 2 sequel, since it was stripped of so much that made SS2 so great, but judged on it's own, it's a good, though not great first person shooter. And it did do some things really well; the setting is very atmospheric, Rapture does have a real 'feel' to it. The lore is interesting, the sound is well done and adds to the atmosphere and forboding. The plasmids are interesting, and fun to use, and the first half of the game is a lot of fun to play.

On the minus side, Bioshock is not a game for anyone looking for complicated or thought-requiring game mechanics. The atmosphere and enjoyment level falls of a cliff half-way through the game, the end boss fight isn't just un-enjoyable to fight and bafflingly easy to beat, but it lacks any imagination at all (which is amazing, given the imagination and ideas that went into the rest of the game), and replaying the game when you're overly familiar with it all does tend to feel like you're playing through a procession of scripted events.

On top of which, the game wasn't moddable, unfortunately.  Imagine the mods that talented fans would and could have made for the game. But sadly, it wasn't to be.
Posted by: voodoo47
« on: 12. February 2021, 13:05:43 »

like I'm gonna haul my ass all the way to Rec every time I feel like I need a holo-companion.
Posted by: Kolya
« on: 12. February 2021, 11:59:29 »

Just rebadge them all as Orgasmatrons.

The sim love units are basically that.
Posted by: sarge945
« on: 12. February 2021, 08:30:49 »

Bioshock being terrible at everything isn't exactly news.

But yes, I second making them orgasmotrons. All aboard the ship of the future, if you know what I mean ;)

No sense getting caught with your pants down... Except in this place
Posted by: voodoo47
« on: 11. February 2021, 22:15:54 »

don't temp me.
Posted by: ZylonBane
« on: 11. February 2021, 22:12:28 »

to provide a technical answer to the original question - yes, a complete QBR removal mod would be possible (basically, put the lights out and slap a fake wall over it), but impractical (custom objects required, and the mod would have to be SCP exclusive). so not worth doing - the current mod will have to suffice.
Just rebadge them all as Orgasmatrons.
Posted by: JDoran
« on: 11. February 2021, 21:37:19 »

Different things have different degrees of subjective believeablility, even if they are all actually impossible.

A good example is one I read that said most science fiction fans will willingly suspend belief for something that's impossible if it sounds possible, but not for a possible thing that sounds impossible. Imagine a story where there is a bomb on Earth that is powerful enough to destroy the entire Solar system. Probably impossible, but it's a story and the readers will accept it as such.

Now imagine that the bomb is on a countdown, and in ten seconds it will detonate, and destroy the sun, the Earth, Mars, Pluto, etc. The Hero rushes into the room, goes to the bomb, opens the front compartment, and is faced with a keypad. The only way to stop the bomb from detonating is to key in the defuse code on the keypad. The problem is, the hero doesn't actually know what the defuse code is, only that it's a twelve digit number. So the hero thinks "Well, I have nothing to lose", then he randomly presses a key twelve times, and the bomb stops, with a message "Bomb disarmed". That is possible, though the chances against it are monumental (999,999,999,998 to 1, I think), but no one would regard that as a good end to the story, despite it being possible. It just doesn't seem believable . Whereas if the hero was a cyborg from another dimension, who teleported in and froze the bomb in a time lock, it would somehow seem much more acceptable, storywise.

And I have to agree with Sarge946 here, I always felt that SS2's back-from-the-dead booths felt like the game was expecting a little too much from me, suspension of disbelief-wise. Most of the rest of the game was fine, but not a magical cure for death. If the QBR system could somehow tell when you were almost dead, then would teleport you to the booth, heal you 100%, and then release you, that would still serve the same game purpose, but even though the science required to do this would still be impossible, it would seem to be much less 'impossible', I think. than the mega-impossibility of bringing back to life a dead person.

They could even justify it story-wise, by saying that your character, like everyone who travelled on the star ship, had had an implant that monitored his/her life-signs, and if the implant recognised that the host's body was so damaged that death was imminent then the implant would broadcast a "Retrieve me and heal this human" signal to the nearest QBR booth.

Mind you, even as they are, the SS2 QBR thing does seem more believable in SS2 than in Bioshock. In System Shock 2, the few times you hear people talking (who might or might not be people...) they have other things on their mind so they don't comment on such an amazing thing as a get-out-of-death machine, but in Bioshock, you hear lots of splicers, who are bored, or worried about dying etc, yet none of them seemed concerned about having such a phenomenally useful machine at hand, and trying to get it to work for their own advantage. You'd expect some technically minded citizens of Rapture to try to get their own DNA accepted into the system (since, by the time you get to visit Rapture, the Vita Chambers are keyed to only work with Andrew Ryan's DNA), or at least to hear them talking about this.
Posted by: voodoo47
« on: 11. February 2021, 16:12:46 »

to provide a technical answer to the original question - yes, a complete QBR removal mod would be possible (basically, put the lights out and slap a fake wall over it), but impractical (custom objects required, and the mod would have to be SCP exclusive). so not worth doing - the current mod will have to suffice.
Posted by: Kolya
« on: 11. February 2021, 16:00:20 »

I would enjoy a version of this mod where activating the QBRM starts some relaxing muzak playing inside and no enemy can enter. That would make it a happy place to store items and regenerate (mentally).
Posted by: sarge945
« on: 11. February 2021, 12:14:30 »

Riiight. So you're fine with strong AIs, psychic powers, tools that can instantly repair any device, med beds that can instantly heal any injury, stasis field guns, anti-gravity generators, teleporters, replicators, interstellar starships, and reality-warping FTL drives. But QBRs? Well that's just silly!

Everyone has a limit. None of those things are implying the human race has literal access to immortality the same way QBRs do. Everything else may be just as silly but likely has far less implications for the world of the game. Especially since characters like Delacroix die long after the QBRs are reactivated, yet doesn't respawn. I can see how that would wreck someone's brain. There's always a point where suspension of disbelief breaks, and it's different for every person.

For me personally, I don't really care that much. My problems with QBRMs are the way in which they trivialise significant parts of the gameplay, which is why I use this mod. I don't really care how they affect the universe of the game. Removing them entirely really has no gameplay benefit, would require significant work, and wouldn't really add anything of value. It's probably not worth doing, even if anyone actually wanted to.

I guess the best solution I can offer is to pretend they are scanning machines or something. The mod removes the email about them, so you're free to dream up whatever your own explanation is for these broken machines.
Posted by: Kolya
« on: 09. February 2021, 09:01:36 »

Yes, because of the game's own explicitly stated reasons for why cyborg midwives exist.
They were created to tend to the eggs, yes. But that doesn't mean that they can't exist anywhere else.
Posted by: tiphares4
« on: 09. February 2021, 01:31:29 »

No. The replicators being replicators is the only way is makes sense for them to dispense BULLETS.

btw.: i've never bought bullets from goods-dispenser-automaton in the whole 22 years since i play this game..
Posted by: RoSoDude
« on: 09. February 2021, 00:06:16 »

Yes, because of the game's own explicitly stated reasons for why cyborg midwives exist. Completely different from some mushy "I'm okay with this superscience but not this other superscience."
Except the reasoning is flawed.
SCPb4 changelist:
Midwives 1467, 1469 nowhere near any eggs. Midwives should only be in the BotM near eggs.
//fixed, replaced with shotgun hybrids 1616, 1467

Objections:
  • Irrational had Body of the Many consist of the hardest enemies that fit the fiction (Cyborg Midwives, Invisible Spiders, Rumblers, Psi Reavers) because it's supposed to be a challenging final area. Shotgun Hybrids are fodder by this point
  • It makes substantially less sense for a Shotgun Hybrid to be anywhere in the Body of the Many, since they'd get instantly consumed by the flesh already (the first stage is the parasitic worm taking over, but if they're already in the body they'd just be eaten for biomass as soon as possible)
  • I can think of several locations where Cyborg Midwives are nowhere near any eggs elsewhere in the game, such as their introduction in the storage transitway at the bottom of Engineering, or the ones you can meet in Hydroponics hallways that can easily be assumed to be walking between hatcheries, which could similarly be assumed to be the case in BotM
Posted by: ZylonBane
« on: 08. February 2021, 23:10:17 »

ZylonBane Didn't you recently replace a midwife in the BOTM with a shotgun hybrid, because you felt it was illogical for her to be there?  I guess we all draw the line at different points. ¯\_(ツ)_/¯
Yes, because of the game's own explicitly stated reasons for why cyborg midwives exist. Completely different from some mushy "I'm okay with this superscience but not this other superscience."

would be all good stuff to be remodded too.. to make for an authentic hard sci-fi experience.. wouldn't it?
No. The replicators being replicators is the only way it makes sense for them to dispense BULLETS.
Posted by: tiphares4
« on: 08. February 2021, 22:53:35 »

Riiight. So you're fine with strong AIs, psychic powers, tools that can instantly repair any device, med beds that can instantly heal any injury, stasis field guns, anti-gravity generators, teleporters, replicators, interstellar starships, and reality-warping FTL drives. But QBRs? Well that's just silly!

Well, for almost most of those things i am willing to put my suspension of disbelief in there - for the sake of the experience of being marooned on a deep space vessel, one of my favourite sci fi tropes since i watched alien and similar things - except for Qrbs and psi-powers for example (although i intended to do a psi-only run for years, but never pulled through, but thats another story i guess..).

As for interstellar spacehips: maybe i just pretend i'm on an interplanetary ship instead of one heading to tau ceti; med beds = auto-doc units executing conventional surgery with accordingly long off-screen time, replicators = conventional good-dispensers, etc. etc.

would be all good stuff to be remodded too.. to make for an authentic hard sci-fi experience.. wouldn't it?
Posted by: Kolya
« on: 08. February 2021, 22:33:44 »

ZylonBane Didn't you recently replace a midwife in the BOTM with a shotgun hybrid, because you felt it was illogical for her to be there?  I guess we all draw the line at different points. ¯\_(ツ)_/¯

Posted by: tiphares4
« on: 08. February 2021, 22:25:02 »

: /
Posted by: ZylonBane
« on: 08. February 2021, 21:56:17 »

Riiight. So you're fine with strong AIs, psychic powers, tools that can instantly repair any device, med beds that can instantly heal any injury, stasis field guns, anti-gravity generators, teleporters, replicators, interstellar starships, and reality-warping FTL drives. But QBRs? Well that's just silly!
Posted by: tiphares4
« on: 08. February 2021, 21:29:13 »

i would love a version which removes the QBRs altogether.. they always seemed too unrealistc and immersion-breaking for me.. too much more like science-fantasy...
Posted by: sarge945
« on: 12. January 2018, 05:10:37 »

updated to 1.01, now you'll get one random item after frobbing the pad, accompanied by the spawn effect. also killed off the now redundant Polito mail about her activating the QBRs that would normally be received near the first machine (and makes no sense with this mod active as all the QBRs are permanently busted).

I was going to suggest this when I got that email, but then forgot about it. Nice work!

Will the new update work with an existing game?

EDIT: It works fine so far. I haven't tried it on any previous QBRMs though. The only problem with my current deck was the QBRM was already sparking, but the button otherwise worked fine.
Posted by: voodoo47
« on: 11. January 2018, 19:30:57 »

updated to 1.01, now you'll get one random item after frobbing the pad, accompanied by the spawn effect. also killed off the now redundant Polito mail about her activating the QBRs that would normally be received near the first machine (and makes no sense with this mod active as all the QBRs are permanently busted).

the scripting isn't exactly beautiful, but hey, whatever does the job, right?
Posted by: voodoo47
« on: 11. January 2018, 13:23:36 »

yes, ND has done wonders in more than one area, the ability to load essentially infinite amount of dml mods at the same time not being an exception.
Posted by: sarge945
« on: 11. January 2018, 13:15:37 »

also;the beauty of dml mods is that they are largely immune to changes in other mods, and even if something breaks, fixing them up if that happens is trivial. that's why I'm always saying, if it can be done via dml, do it via dml.

Fair enough.

I would love to do some reading on DML. I played through the game a few years back and DMLs didnt even exist, everything was all incompatible gamesys mods. I am really glad it's going the way of more modularity. Is this related to the new scripting possibilities in NewDark?
Posted by: voodoo47
« on: 11. January 2018, 12:43:14 »

it is, and it also isn't, depends on what exactly you want to do. for example disabling spawning is pretty easy, anything else in that area, not so much.

also;
would hate for this mod to suddenly stop working after an SCP update
the beauty of dml mods is that they are largely immune to changes in other mods, and even if something breaks, fixing them up if that happens is trivial. that's why I'm always saying, if it can be done via dml, do it via dml.
Posted by: sarge945
« on: 11. January 2018, 11:18:47 »

I think the vanilla respawning is pretty ok - its job is to keep the players on their toes at all times, and it does exactly that, I believe.

one way or another, tweaking the ecologies is probably one of the most, if not THE most annoying and time consuming thing there is as far as I'm concerned (see my ongoing effort to make the RttUNN ecologies not suck, still not done after a couple of YEARS), so there's that.

yeah enemy respawning is pretty okay. My "respawn everything on new map" idea was just to appease the people who turn respawning off completely, to maybe make the game a little better for them because of the large amount of backtracking in SS2. For the Dark Souls reference (respawn/heal everything when you die), I was talking about player respawning, to discourage the current "run at them with your wrench out many times until they eventually die" approach within the game. Would that be related to the complex ecology rules?

I understand modding is hard work though, so feel free to dump it all in the "too hard" bin. It was just a suggestion, and I am more than happy to just not use QBRMs at all rather than "fixing" the respawn mechanic (which I am sure a lot of people don't even see an issue with, which is fine).
Posted by: voodoo47
« on: 11. January 2018, 11:12:00 »

I think the vanilla respawning is pretty ok - its job is to keep the players on their toes at all times, and it does exactly that, I believe.

one way or another, tweaking the ecologies is probably one of the most, if not THE most annoying and time consuming thing there is as far as I'm concerned (see my ongoing effort to make the RttUNN ecologies not suck, still not done after a couple of YEARS), so there's that.
Posted by: sarge945
« on: 11. January 2018, 11:02:24 »

I'm very sure making SS2 more like Dark Souls is the exact opposite of what I want to do.

That was just an example. There are plenty of ways to make respawning more fair without having to make it "The Dark Souls of System Shock Games".
Posted by: voodoo47
« on: 11. January 2018, 10:27:48 »

would be possible to make it spawn something once, then the keypad explodes
yes, definitely possible.
include this in the official SCP
not at the moment.
as an optional extra
it's already available as an optional extra.
a command console that allows setting certain options, so that mods like this and repairman can be integrated more easily and be optional without having to install a bunch of different mods.
an "enable all enhanced functionality" switch has already been suggested, but this poses perhaps too much of a technical challenge, for possibly too little benefit.
force-respawns every enemy on the map whenever you respawn
this is probably relatively easy to do (force activate all ecologies upon player respawn). however I'm very sure making SS2 more like Dark Souls is the exact opposite of what I want to do.
could someone make a spawning minimod which completely disables respawning, but force-respawns every enemy when you change maps
probably doable, but very sure it will be a lot of work.
I should really learn how to do this stuff
yes.
Posted by: sarge945
« on: 11. January 2018, 08:01:32 »

This mod is actually really what I was looking for! Thank you so much! The idea of spawning random crap is really awesome! Ideally, it would be possible to make it spawn something once, then the keypad explodes (harmlessly) to stop an endless stream of objects in a way that makes sense within the atmosphere of the game.

Would it be possible to either include this in the official SCP as an optional extra, or maintain this alongside SCP as it gets updated? I would hate for this mod to suddenly stop working after an SCP update. Maybe you guys could consider adding an area to the space station mission (the one where you do your years of training) a command console that allows setting certain options, so that mods like this and repairman can be integrated more easily and be optional without having to install a bunch of different mods.

The big problem with QBRMs in the vanilla game, and the reason why I think there are people who don't like them, is that you can (almost) endlessly throw yourself at the enemies and wear them down, which pretty much makes any sense of difficulty disappear as long as you have even a modest amount of nanites. Would it be possible to make a version which doesn't disable QBRMs, but instead force-respawns every enemy on the map whenever you respawn, so that respawning is somewhat similar to games like Dark Souls. That wouldn't really make sense without disabling manual saving though, so it's probably too much to ask.

Completely, totally unrelated - could someone make a spawning minimod which completely disables respawning, but force-respawns every enemy when you change maps. This means you can reliably clear an area for temporary safety, but as you re-tread your steps (which you do a lot in this game), the areas aren't all totally empty when you move back to them.

I should really learn how to do this stuff and get on board so that I can do it myself. :(
Posted by: voodoo47
« on: 04. January 2018, 12:14:13 »

mmm.. might end up using it anyway, I'm quite sure I can NVscript the rest of the stuff with little trouble.
Posted by: ZylonBane
« on: 01. January 2018, 15:01:15 »

Oh this was just a proof of concept, not actually intended for any particular purpose.
Posted by: voodoo47
« on: 01. January 2018, 09:55:32 »

add an always spawning SpawnSFX, an Once flag, and in it goes - the idea is to spawn one random item and then stop working, as we don't want to provide the player with an endless stream of recyclable items. or do we?
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