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번역 관련 문제 보고
I was hoping for a much improved version of the Sega game (which was far from perfect), but apparently this is not that.
SR:R has the Shadowrun lore in it but the especially the combat system doesn't feel like Shadowrun at all. I almost hate that stupid HP bars and turn based action system, it doesn't make the game bad but it just feels wrong.
There are already gadgets to create customized new weapons and I personally have the feeling that there are people out there willing to invest much of their time, knowledge and ressources to put the game on back on the reels. Especially old P&P Vets who, I think and hope, have a good understanding of how a turn-based Shadowrun RPG should look like.
And finally a big thank you to you for not completley flaming and trolling the game as so many others did, and keeping it fair and calm.
I remember map makers back in the 90's that had better tools that you could pump out content very quickly, but this becomes very tedius very quickly, you dont get what you want, and you've got a mess of triggers overlapping everything because you have to do everything manually.
almost all our grand schemes are being mothballed due to one limitation or another. Hopefully berlin will add more genesis like features to the game, but i cant find much info about that anywhere and ive watched all kinds of vids and stupid blogs etc.
i also really wish these guys had a dedicated board of their own and that there was more then just combat and dialogue.
This sentence alone makes me doubt your claim that you're actually an old PnP gamer.
If you were, you'd know that it was X-COM that borrowed most of it's combat mechanics from earlier PnP games (including PnP SR), not the other way around. I'm talking about both the original X-Com and the recent remake of it.
Only somebody who's knowledge of PnP games, and gaming history in general, was utterly superficial would fail to make that realization.
I was meaning I'd like the old Shadowrun system of people having initiative derived from a reflex stat that is based on a mix of quickness and intelligence, with a few extra dice thrown in there based on how insane your augmented reflexes are. They basically stole the Street Samurai's thunder since their whole thing was going the fastest with the mostest, Wired Reflexes III was great! Though it made you a one trick pony really. The chance to have 12+4d6 initiative over people, amazing!
;)
This. Huge, glaring shortcoming with this game.
Perhaps you'd like the words 'some aspects' explained to you?
Learn to reply, bro.
And I've recently beaten the SNES Shadowrun and there is not a SINGLE ♥♥♥♥♥♥♥ aspect of it which is deeper, the combat is shallow as a kiddie pool, the plot, while fun, certainly isn't better, the matrix is litterally nothing, and spell casting is a joke.
You are SIMPLY WRONG.
That said, I've heard good things about the genesis version so maybe you're right on that one.
Oh dang.
Really stretching here
But I think the gist of my statement is true.