Shadowrun Returns
Grenades vs Area Spells - Game balance question
A character spends the same points on Str/Thrown Weapons or Will/Spellcasting. However, a spellcaster can cast the spells whenever the cooldown runs out, while a melee only has a limited supply from their inventory. It would seem more fair, for game balance, to put grenades on timer, like spells. The melee would still be giving up an inventory slot, but only one (for each type of grenade) - just like the mage gives up a spell slot for each spell.
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Its actually a relevant point, Gun users have infinite ammo. But chain concussion grenades seems like it might be a little over powered. Maybe a cooldown?
Well, carrying grenades encumbers the character, whereas spells are pulled out of the ether. There should be a limit on inventory carried. Perhaps you disagree with the inventory limits, but it seems odd to ask for unlimited grenades. They are not meant to be your main form of attack, just a tactical option.

The simplified inventory comes down to the limits of designing for multiple platforms that include tablets. Only so much screen space and interface usablility
Nope. Turning grenades effectively into spells would not be fair, unless you get rid of the essence costs so spellcasters can get cyberware.
I think they mean add Cool-downs to grenades, but still have them be expendable resources.

IE: Throw one Frag, cannot throw another next turn. It would still come out of your inventory to be used.
Αναρτήθηκε αρχικά από Allarion:
I think they mean add Cool-downs to grenades, but still have them be expendable resources.

IE: Throw one Frag, cannot throw another next turn. It would still come out of your inventory to be used.
Pretty sure he wanted grenades to be like the guns. Infinite Ammo, but with a cool down.
Drones can throw 'nades. If 'nades aren't expendable, that could get pretty cheesy.
Difference between spells and grenades is everyone can use grenades. Not everyone can cast spells. If you want some ranged AOE damage as a backup source and you're lacking AOE spellcasting ability then you use those grenades.

Even then grenades can be thrown every turn and even twice in one turn with an AP boost or upgraded throwing ability. If you've thrown that many grenades and your target(s) aren't dead then you're in some serious trouble.
Grenades are grenades. They are better than fireballs in some ways, and not as good in others. You can produce greater damage per second than you could with spells, but you will never run out of spells during a protracted run, and spells have no recurring financial cost associated with them. Getting jumped by gangers in an alley; gimme 'nades. Being besieged by ravenous ghouls, trying to hold out until help arrives; gimme that infinate fireball.
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Εμφάνιση 1-8 από 8 σχόλια
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Ημ/νία ανάρτησης: 20 Αυγ 2013, 15:23
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