Skeletons

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Grimmrok
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Tue Oct 04, 2016 7:15 pm

I tried looking around a bit in the forum if this has been talked about, but with a quick search I didn't get much about the subject.

I was just wondering why Skeletons are unable to wear helmets/hats/masks?

I mean, their head shape should be fairly compatible with just about any headgear in the game, but they are unable to wear any? Even Shek are able to wear headgear, and when they do, their horns just stick out of them all.

So, why a race such as Shek, that their head is filled with horns that would block them from wearing any helmets or hats, are able to wear said gear, meanwhile Skeletons, with their fairly modest head shape, are unable to?

Would also support the immersion of them needing to hide their race from humans, or more specifically from HN.

Would really appreciate a reason for this, because it honestly just baffles me and makes me sad I can't have any cool desert ronin robots. :(

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Sol Lignum
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Tue Oct 04, 2016 9:16 pm

Huh, i've never thought of that, but now as you've mentioned it, it's so obvious and odd. Maybe they have some vents up there?

I've been thinking about their skills more. I find it very strange that they can train, for instance, strenght and athletics. On Lo-Fi's Trello page i've seen a "Robot Strenght" line, so maybe that's it, and will be tweaked eventually.

Roccandil
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Tue Oct 04, 2016 9:40 pm

Ya, I wish skeletons could have helmets, too. I realize they have significant innate bonuses already, but in general, fewer customization options for a character is less fun. :(

For that matter, it would seem like skeletons could craft helmets/boots for themselves, if nothing else. (And lack of helmets is a significant weakness, that would make sense for skeletons to rectify.)

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Shidan
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Tue Oct 04, 2016 10:32 pm

It's almost certainly due to Skeletons having slightly bigger heads than the other races. Helmets don't fit them at all. And not just little bits poking through like the Shek, we're talking large portions of the head clipping through. I imagine this was the simple solution, compared to resizing every single helmet model to fit them.

I think it would actually be pretty cool if they could get some Skeleton exclusive armour. Something along the lines of upgrades to their frame. It doesn't make too much sense that a skeleton would wear clothes anyway, does it? But that would not be a project for any time soon obviously.

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Grimmrok
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Wed Oct 05, 2016 5:58 am

Shidan wrote:It doesn't make too much sense that a skeleton would wear clothes anyway, does it?
Well, it actually does make sense. Obviously they don't wear it to warm themselves up or to cover their lewdness, but for protection.
Protection from what, you say?
They need to protect their frame from physical attacks.
They need to disguise themselves so people don't realize they are Skeletons.
They need to protect their moving parts from the the moist or sand-filled air.
They need to protect themselves from the sun's rays to not get skin cancer from long exposure to UV--

Wait, I think that last part doesn't check on a Skeleton... Oh well, you get my drift.

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Sol Lignum
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Wed Oct 05, 2016 6:24 am

I've just remembered of Morrowind, where Argonians and Khajiits couldn't wear any boots, due to diffirent leg phisiology, nor any face-closing helmets, due to having extended jaws. We need something similar, since skelies for sure can wear at least any type of hat, and maybe some other headgear like Zukins or Hachiganes. I wonder if it's possible to deny only certain head items to be wearable on skeletons.

Hedgehog-of-Fog
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Wed Oct 05, 2016 7:46 am

Sol Lignum wrote:I've been thinking about their skills more. I find it very strange that they can train, for instance, strenght and athletics. On Lo-Fi's Trello page i've seen a "Robot Strenght" line, so maybe that's it, and will be tweaked eventually.
Greatly agreed!
Robot's upgrading could be better (by high-ranked parts from another robots/creatures).
Also I think that robots could have some power bar, which is affecting on some characteristics as strenght, athletics, movement and combat speed.
That could be more immersive than "infinite" robots (and some following features as energy-backpacks, batteries and "stealing the city's energy" are good too, as it affecting also robo-prostetics).

Uff... just saying...
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Sol Lignum
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Wed Oct 05, 2016 2:48 pm

Energy bars (hehe) as food-substitute for skels sounds nice. Handcrafted small batteries in inventory or backpack. Also kinda opens a way to vehicles a bit (gas tanks in vehicle's inventory :roll:)

Although i guess they're working on plutoluminium reactors or something, so "no hunger" for them sounds about right as well :) Also been thinking more about static and capped parameters. Something around 60-80 sounds fair and high enough. Only for the stats which skeletons can't phisically develop, ofc, i.e. which progression is meant through muscle growth or strenghtening.

Hedgehog-of-Fog
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Wed Oct 05, 2016 4:13 pm

Sol Lignum wrote:Handcrafted small batteries in inventory or backpack.
Yeah, they also could have some distinction as batteries gives robot small/medium quantity of power, but backpack is big rechargeable accumulator... or even mobile generator, working on fuel... oh shi- that's a weird thing, sorry :geek:
Sol Lignum wrote:Also been thinking more about static and capped parameters. Something around 60-80 sounds fair and high enough. Only for the stats which skeletons can't phisically develop, ofc, i.e. which progression is meant through muscle growth or strenghtening.
I think, 20-30 are good starting parameters for robots, but only with possibility to upgrade their "iron parts" (looting of other robots or researching at bench), which affecting strenght and speed, and "soft" (buying/stealing some modules or developing [or using self-educating module]), which affecting combat/crafting/social skills...
BTW there could be great feature for robots (and in lesser rate - robotic implants) - they could have some minor "core" skills, but also could use soft-modules (only one-two at the same time) to greatly increase their skills...

There're many good thoughts for the robots to make their gameplay really-really special, but what's about realisation? Who knows...

Malum Tenebris
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Wed Oct 05, 2016 5:05 pm

hey us no-hivers over here have to live with no shirts or shoes!!! I have to walk the entire landscape barefoot

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Sol Lignum
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Wed Oct 05, 2016 5:38 pm

Malum Tenebris wrote:hey us no-hivers over here have to live with no shirts or shoes!!! I have to walk the entire landscape barefoot
Shoes are understandable. But really, why shirtless? Hivers chests doesn't look such diffirent from humans, and even, yet again, Shek can wear shirts, despite all those horns. That doesn't add up!

Malum Tenebris
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Wed Oct 05, 2016 6:51 pm

Yeah shoes I can understand too but there's some really nice stealth/combat boosting shirts I would love to wear but can't because my chest is...wrong?

swillo
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Fri Oct 07, 2016 4:55 pm

I think that the only helmets that Skeletons should be able to wear are specialized ones. They would have to be designed especially for the Skeletons. As any normal one would bounce around on their head or cause interference with their sensors.

Same with shirts. Chain and cloth would be caught up in their pistons and cause jams.

Helmets and shirts should be hard shell attachable armors that cover components but don't interfere with movement systems. These shells would be useless to non skeletons as they can't attach them to their frames.

Shoes are just out.

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