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Epimedical : I like that the trait gives you XP for others being healed over time. The Trauma kit I feel should include either iodine or the rad-syringe since you mention it heals rads in it, probably replace the cloth fragment with them since you already have "cloth" from the 5 bandages. Trauma kit should probably be learnable but very late, likely from a terminal in security or later.
Trans-Kinematic : Trait wise, just let it also affect the job-holder too. If they're a gym rat then that means they should also be holding more stuff. Hiking bag seems like a neat idea but not entirely that useful beyond the 2x resting rate. I don't mind this being an exclusive recipe that much since its not trying to spout some ludicrous bag value, just it tries to have a niche.
Archotechnic : Same as lab assistant, I do not agree with reducing it's trait point total. I'm assuming the first trait means you just can't accidentally damage things by swinging near them, if so then that's actually a nice trait. Second trait beyond the double resources with crowbar isn't quite that useful though. Scaffolding walls depends on what you mean by them, what they look and operate like, because as it stands I'd rather not have exclusive base-building methods ever, especially with how limited and annoying it already is to get certain configurations in the game. Wall heater is cute.
Botanist : It should just be 2 set seeds, probably a tomato and potato, don't add RNG to the job's drops especially rng that can give unique resources like space lettuce. Trait's pointless as scrapping the relevant item already gives a seed back and, save for antelight, you get more than 1 item from any given crop and a +1 from agriculture perks. The watering tank is just a thing we need in general, I'd love to have a centralized water supply so I don't have to sit there and go to each planter, would be such a good QOL.
Gastrologist : Trait seems a bit weak and unnecessary, as soups are a 10 increase in hunger isn't anything to begin with to warrant as a unique trait, especially when it minuses some thirst too. It might be better if you let it also salt pan foods too while they cook, letting them get some more food value or even a buff? Table top cooker is an interesting idea but power is not only easy to come across but easy to manage currently, even on the idea of bringing it along for trips, you could also just stock food before leaving and use that inventory space for that, like for example using that slot for a soup bowl? also 10 coils, oof. Souper hat is cute.
Paratheoretical : I don't like the trait purely because a rubberband ball wouldn't be making things like a soldier or robot stagger so easily, let alone a peccary. Making this more of a universal throwing thing would be better IMO. Starting items are find, I have a suggestion for the craft though : Weighted net, its an upgraded form of the net using metal to weight it, it's stun duration is increased and can be used on the same or even more targets than the net launcher, also unlike the net launcher its an actual throwing weapon.
Defense Analyst : No removal of slow learner smh my hea- Same as before with the other traits, should affect the self too. Craft is fine though if its learned so easily it might need a resource tier up? Maybe separating Defense Analyst's recipe from the regularly acquired one might be good, so defense analyst can make cheaper gun-repairs, others have to take the more expensive option?
OVERALL : A good bunch of ideas with some tidbits that I find iffy. Goodstuff.
And yeah I was a bit vague, on the things but those XP boosts are meant to be for the player and others. will do some editing.
no clue where the 10 coils on teh mobile cooker came from I swear I only typed 2.. oh well.
will post again when edit is done.
Though need to figure out some things on teh idea. completely redid the botanists and cooks perks though.
Basically, they are good as a mule.
Makeshift exoskeleton frame - Wearable frame on top of your armor, eases the burden of heavy weight and enables the user to move normally while under extreme loads.
This makes it so even if you have 'red' or 'yellow' loads, you move at normal speeds and can regenerate stamina.
But you gain no other benefits that would fit in the full slot.
This means instead of a EXP penalty, they instead draws the attention of enemies more.
Their unique benefit is having higher defensive bonus when using shields, and isn't weighed down by using shields.
As for them haivng slow learner I understand why they have it. they are the only job that isn't a scientist they are just some guy hired to guard.
Like
Forced traitSlow learner
Unique Quirk
general maintenance: can mop up on map bloodstains(requires mops) passively repairs all buildings within 10 feet/3 meters. you also get dirty 80% slower.
Unique crafts
Mop: requires a desk leg and 2 cloth, blunt weapon with similar stats to the pipe club, can be made wet by using it with any water source, from there it can be used to clean other players/on map things. can be used to remove paints.
others learn: a mop is found near a wet floor sign, picking it up learns the craft.
Chemical stew: made by putting ethinal, acid, and oil in a soup pot, when cooked will make 2 servings of chemical stew, this can be used to add a poison to mop attacks, or be collected with vials to make "gas bombs" if drank poisons the user causing them to need to crap and dealing 25 damage to them.
others learn: just make the stew by mistake. Janitor just starts knowing how to make it.
Gas bomb: made with a vial of chemical stew, metal scrap, and a pressure gauge, these bombs do poison damage.
other learn: collecting Chemical stew with a vial.
Forced traitSlow learner
How to manual
Can be used to gain an instant +2 in a skill. the user picks the skill. while each person can only use it once, it has infinite uses. (aka you can only get the boost from how to manuals once no mater how many you pick up. but anyone can use them.)
Executive briefcase
a hand held briefcase that can hold 4 items, so long as it is in your hot bar you gain +4 storage spaces. note this doesn't stack so no using 2 at a time.
Unique quirk
Resource management: so long as you alive, you can highlight a specific material. all examples of this resource will glow similar to a pager if you or an ally is within 30 feet. Only middle managers can select which resource glows to all.
Unique crafts
NA, even their executive briefcase is learned by picking up a briefcase, the how to manual can be found in the office manager area.
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AS for why I think there should be more classes with slow learner, these are your hard mode classes as slow learner changes how you approach the game.