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回報翻譯問題
Instead of HP (shields) it should be where the player got hit: Internal organs, arteryes, bones, muscles? How is the arey covered, Thick solid armor plate, soft joint of the suit? What energy has the hit left in it? it is a particle weapon, or kinetic? Laser would be devastating up close or in complete vacuum, but in atmosphere on longer distances not so much, or worse in fog or smoke it would be useles at more than few meters. Solid slugthrower rounds would hsve some balistics, the trajectory would be affected by gravity atmosphere density, wind. Some ricochet for slugs maybe? The solid round looses energy at distance.
Wound treatment. Simple universal Medkit? Like thats too 1990's. I mentioned some biology up there somewhere. So instead of medkits, what about some C.A.B.C.? Make getting hit and treating wounds interesting. Like bleeding? Shattered bones? Pneumotorax, hemotorax? Suit pressure loss?
I guess we'll get to see the direction it's going once the alpha drops end of this month and ObsidianAnt and TheYamiks give a review.
Right, that's why it flies around all the time from beginning to end of the video without any problems.
I need to see just how varied these engagements are and I don't think it's unreasonable after Frontier stated ''near infinite mission variety'' for me to expect most on-foot missions to have some air of the HITMAN approach to mission variation, I'm not saying I want tons of different ways to kill a target, just the different ways to approach an objective, I want there to be stealth options (true stealth as in not being detected at all unlike this demonstration), loud options, diplomatic options/non-violent options, and even an option to just outright bribe or maybe even blackmail by doing a mission to get confidential materiel that chains to a assassination or diplomatic option.... but then when Frontier mention diplomacy do they mean something linear like Powerplay? or something slightly more RP attuned like multiple choice and picking the right one might require you to read a situation properly or, going back to chained missions, getting intel that tells you their psychological profile thus allowing you to manipulate them via dialogue options.... but I doubt we're getting anything like that. Feel free to surprise me though Frontier.
The plot setup is quite unrealistic : why would they let you land the ship just outside the base gate and then let 2 on foot to enter the facilities so they get robbed in plain day light...
The "stealth" approach doesn't look or feel stealth, but rather a bunch of numbed AI bots that will only respond when its too late, or respond too slow.
"I see a guard passing the Habitation"... ugh, the two are next to each other, walking right down the middle path and the said guard is 5 feet away...
Unrealistic or a bit too theatrical the voice modding. While I appreciate to give it a bit of dramatic effect, it feels out of place, out of touch with what voice chats sound like.
My personal suggestions:
- make approach to a private facility a bit more consistent - 15-20km away from the said base, and make approach of the base in a terrain vehicle (give options: bikes, quadbikes, cars, trucks)
- make AI respond according to time of day: more aware during the day, less by night (with modifiers around light sources), therefore pushing the player to use dark corners or covers when approaching the base
- if its a non-private base, then make it more populated, pushing the player to a more covert approach using back alleys and back doors
This is just a brief observation on this particular mission playthrough, but feel free to open your mind to what ever other missions you might cook up. Cheers
OBJECT PERMANENCE and BASIC REASONING are important for LAW ENFORCEMENT to have, even if that just takes the form of "hey there's been a crime please stay in the area so we can scan you and have a nice day". And sure I get it, maybe shutting down the reactor is enough to knock out the bigger guns- just use the ship to blast the enemies to hell- if they don't have a replacement regulator, they can't start the reactor, and if they do, you just stole a USED component instead of a NEW one, and you could have just walked over to the supply shed instead of that whole adventure.
I think the idea of using a vehicle to go to and from a far-off ship makes the most sense.
The ship and ground crew was 'clean' at dropoff. Then the ship flew away to a safe distance, at least I hope it was because those bounties go on the whole crew and once the ground team does start making crime, the ship would be immediately decimated if in range. At the time of departure the power was down with the regulator in-transit so the ship was fine to land since base cant fire the good stuff at ship anyways lol. This makes the ship part a viable option. At best the ships missiles are manually aimed if used. I think an enemy ship was inbound during takeoff, but they ended the trailer too soon so who knows if it attacked.
Maybe the players were a little too good at the mission as well and had they stuck someone a bit or alot greener(to game not FPS) in the seat, the base may have stood any chance at all, as the green player might dawdle and draw out the reinforcements Frontier eluded to early in their postings.
These guys made a point of in and out, drop shields to force trooper into cover and run while the others shuffle and fill the gap. Forcing the AI to choke. Quicker than ordering a pizza.
At the risk of the base destroying my vehicle in an attempt to maroon me, I would try to do the SRV/SLF approach. Maybe if suits have it: a jetpack arrival/departure? lmao.
Im unclear on what you mean by object permanence for law enforcement can you elaborate?