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System shock 2 hacker10/13/2023 Perhaps better versions could be found which would hack anything. The device would have a hack skill of 4, allowing you to hack things regardless of skill, for nanites. Left on a door/box/turret, it would hack away on it's own, stopping when complete or out of nanites. One idea I had for a mod was a portable hacking device, much like an ICE pick, but the thing could be refilled with nanites. The solution would be to use real puzzles, much as in SS1 - of course. Take the console out, it's boring, leave it in, it's pointless. *the player must defeat the computer at pong in order to open doors* or selecting a node could have "side effects", like the X+ minigame from SS1, you get the idea.*a sudden vision appears in Bomb Bloke's head* A high-level hacker will still breeze through the easy puzzles (or maybe even solve them by default when facing trivial situations), but the harder the puzzle or lower the stat, the more skill is required on the part of the player. One possibility would be to make the hacking more similar to SS1's logic puzzles (skill-based in some regard), but modify the difficulty of solving them based on the player's stats. I would also point out that SS2 already requires some skill on the part of the player when it comes to combat, regardless of their character's combat statistics, so requiring a degree of player skill in other areas as well would not be removing some sort of 'pure rpg' classification from the game. (Developers who forego a fun solution in favour of a dull solution because the fun solution isn't sufficiently -like need to stop and think twice about what they're doing.)Be that as it may (or may not - the number of things that adventure characters can do that I can't would be quite excessively long), I think SS2 would have been a better game if it wasn't so hell-bent on being an RPG when it came to this aspect. In RPGs, character skill = character stats. In adventure games, character skill = player skill.
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