Can't help but think this idea while playing. Because it'd be great if all those guns weren't just vendor trash!
Okay, say guns have a 'potential' rating. It's like a certain number of points more damage they could do.
You charge them with, oh, lets make up a name and call them tech points! 100 tech points equals one more point of damage on a gun! When you use tech points in your inventory (they don't use up a slot though), it improves the weapon you're currently using.
Various guns in your inventory becomes charged and you can temporarily switch to them by holding down the grenade button. This wont spoil your normal equip system. Anyway, if you hit an enemy with the gun you get a tech point! If you empty the clip you get like a 50% chance at a tech point (chance reduces for guns below your level)! Best to do both! Guns in your inventory become charged, randomly, once every two minutes or so.
Also when you sell a gun at the vendor you have a 50% chance of getting a tech point. Yeah, you can still buy them back after doing this, but selling them again wont gain you another chance.
Installing 100 tech points (to gain one point of extra damage) also costs, say, $1000. This price always stays the same, but higher level guns have higher potential levels. Money actually matters...
Now every gun you find is treasure, because it all slowly increases your power!
Because we all love opening a chest which makes us more powerful.
But opening chests which just provide trash loot, which sells for money which isn't really useful at all (past level 10, who doesn't have more money than they need?)
It'd be more fun.
Philosophy in life. Philosophy in life spent gaming. Table top RPGs, mmorpgs, video games, and more.
Showing posts with label borderlands 2. Show all posts
Showing posts with label borderlands 2. Show all posts
Monday, April 8, 2013
Monday, March 18, 2013
Borderlands 2: Is the Assassin the weakest character - because it's skill based?
As opposed to the commando, who's turret is a computer aimed monster, the assassin seems to have a design brief to be as skill based as possible. You get a better zoom, but no auto aim. Maybe your hologram distraction explodes, but that's if you drop it near enemies. It's kinda like a polar opposite.
More satisfying gameplay - in single player. But I'm not sure what it's like to struggle while the commando drops a turret, throws a homing grenade and then sits behind a crate and lights a smoke.
More satisfying gameplay - in single player. But I'm not sure what it's like to struggle while the commando drops a turret, throws a homing grenade and then sits behind a crate and lights a smoke.
Labels:
assassin,
borderlands 2,
commando,
skill,
skill based
Thursday, March 7, 2013
Borderlands 2: What if those whites actually did something?
Like imagine if over time your character 'charges up' a white gun in their inventory. Takes about a minute to charge one. Once charged, you can switch to it and it'll do blue style damage for one clip. Then it can't be charged up again for around 20 minutes.
Charged guns are accessed, say, by holding down the grenade button - it'll switch to the gun and when you reload or empty the clip, it'll go back to the weapon you were using before.
The thing is, then every gun you pick up you'd actually use!
Instead of them being pointless busy work trash items to sell.
Because that's what they are - pointless busy work.
Charged guns are accessed, say, by holding down the grenade button - it'll switch to the gun and when you reload or empty the clip, it'll go back to the weapon you were using before.
The thing is, then every gun you pick up you'd actually use!
Instead of them being pointless busy work trash items to sell.
Because that's what they are - pointless busy work.
Labels:
borderlands 2,
charge,
charge up,
use all weapons,
variety,
white,
white weapons
Sunday, March 3, 2013
Borderlands 2: What if one battle actually affected another one?
I think borderlands could really do with some long term effects of battle and your own finesse.
For example say that you can gain 10% more shield strength, shown in a slightly different colour on the shield bar. The way you gain it is it gives you a point after each battle, if you aren't too badly damaged in it. The more damage you take, the less likely you'll get the point. Once you have, say, 10 points, it gives you the 10%. You can collect up to say around 30 points in storage. Because if you take heavy damage you'll lose the extra 10% shields.
This means even a battle against just one guy matters, because it gets you points that keep you tougher. You'll treat that battle as important, even though it's just one guy, rather than just sort of kludging through it because he'll never kill you and so what.
For example say that you can gain 10% more shield strength, shown in a slightly different colour on the shield bar. The way you gain it is it gives you a point after each battle, if you aren't too badly damaged in it. The more damage you take, the less likely you'll get the point. Once you have, say, 10 points, it gives you the 10%. You can collect up to say around 30 points in storage. Because if you take heavy damage you'll lose the extra 10% shields.
This means even a battle against just one guy matters, because it gets you points that keep you tougher. You'll treat that battle as important, even though it's just one guy, rather than just sort of kludging through it because he'll never kill you and so what.
Labels:
borderlands 2,
connected battles,
extra shields,
shields
Monday, February 25, 2013
Borderlands 2: Not sure what the slot machines are for...
Really kinda wish the slot machines in Borderlands 2 had a ten spin option. Standing there pressing the button over and over on each - that's not really gameplay. If you had an option to spin ten times and take the best results (along with any bombs), it'd be more akin to gameplay instead of - well, whatever using slot machines is classed as.
Otherwise I've finished the game and it was quite engaging even in single player, right up to the end. Not sure how they did that/what math they used that's different from last time. But it seems even guys who are lower level than you, if you run in they will chew your shields apart. Maybe apart from bullet spread over distance, they do more damage closer up? Not sure.
Otherwise I've finished the game and it was quite engaging even in single player, right up to the end. Not sure how they did that/what math they used that's different from last time. But it seems even guys who are lower level than you, if you run in they will chew your shields apart. Maybe apart from bullet spread over distance, they do more damage closer up? Not sure.
Wednesday, February 6, 2013
Green, Blue, Purple - but how does it matter? Borderlands 2 fuzzyness
I'm not sure how green, blue or purple actually matter in borderlands 2?
Is every weapon level a kind of tier? So a blue level 9 is quite rare and powerful for level 9, but it explains why if you find a level 10 green weapon that outranks it considerably, that's why? Because it's only blue for level 9? It's not like a blue from level 9 is actually more powerful than level 10 stuff?
I don't quite get it and...that just kinda takes the shine off colours. Oh, so it's coloured blue and...I'll keep using my green rocket rifle because it's just better?
May as well all be white, in a way.
Is every weapon level a kind of tier? So a blue level 9 is quite rare and powerful for level 9, but it explains why if you find a level 10 green weapon that outranks it considerably, that's why? Because it's only blue for level 9? It's not like a blue from level 9 is actually more powerful than level 10 stuff?
I don't quite get it and...that just kinda takes the shine off colours. Oh, so it's coloured blue and...I'll keep using my green rocket rifle because it's just better?
May as well all be white, in a way.
Borderlands 2, The Respawn Ecology of Bandits
No, new bandits don't just rock up five minutes latter to the ruins you cleared out. Why would they do that? "Hey, let's go live where everyone else was just killed!"
No, what happens is that the bandits have their own respawn system! Albiet not as neat and efficient as a Hyperion respawn unit!
Bandit Masks
This is why bandits wear masks - so as to (attempt to) protect their brains. Because they have cybernetic oxygen cells and a flash hybernation system implanted in them to keep their brain alive in case of their body shutting down.
Regrowth Units, Midgets and You!
This is why you get so many midgets! Because they are regrowing their body, obviously you get alot of bandits in the early, formative stages of growing a new body!
Psycho Melee Guys
And this is also why you get psycho's who just use melee weapons - all the chemicals and hormones from growing a new body are swirling around in them, driving them fairly insane! Like a teenager...just multiplied by ten! They just can't get it together enough to obtain and look after a gun. Sadly this can be a vicious cycle, where since an individual can't complete their growing cycle, they are time and again 'killed', repeating the psychotic hormone cycle. Eventually these long bouts of madness engrave their way into the bandits synapses, creating
Psycho Grenade Guy
Utterly mad and full of growth drugs, these guys can be conned by other bandits into simply weilding a grenade and running at you. Bandits both fear falling into this tragic situation, yet also glibbly exploit those who do. It's said it's possible to return from being a grenade guy, but most examples seem to be from word of mouth.
Crazy Bandit Attitude
Overall the bandits are affected by the hormones, even once they have completed the growth of an adult body. This, in conjunction with a sense that they can't die, makes their methods somewhat eratic and insane. Some may even suffer from dementia, as even though one might assume one is fighting bandits who are in their early twenties, some of them are actually seventy or eighty years old!
Growth Systems aren't just for People!
This is why you find so many guns in bandit toilets - the components are actually being grown by special bacteria! They gather and fuse molecules of metals in various ground up scrap fed to them. The toilet actually makes an ideal growing spot, being moist and...fed a continual supply of nutrients! Oh, sorry, if you were grateful to hear that the toilets aren't actually used in their traditional sense anymore, sorry! Indeed, quite the opposite!
As to why Hyperion, as run by Handsome Jack, the Handsome Jack who wants to kill you - as to why THAT Hyperion will keep respawning you????
I got nuffin'.
Imagination only runs so far...
No, what happens is that the bandits have their own respawn system! Albiet not as neat and efficient as a Hyperion respawn unit!
Bandit Masks
This is why bandits wear masks - so as to (attempt to) protect their brains. Because they have cybernetic oxygen cells and a flash hybernation system implanted in them to keep their brain alive in case of their body shutting down.
Regrowth Units, Midgets and You!
This is why you get so many midgets! Because they are regrowing their body, obviously you get alot of bandits in the early, formative stages of growing a new body!
Psycho Melee Guys
And this is also why you get psycho's who just use melee weapons - all the chemicals and hormones from growing a new body are swirling around in them, driving them fairly insane! Like a teenager...just multiplied by ten! They just can't get it together enough to obtain and look after a gun. Sadly this can be a vicious cycle, where since an individual can't complete their growing cycle, they are time and again 'killed', repeating the psychotic hormone cycle. Eventually these long bouts of madness engrave their way into the bandits synapses, creating
Psycho Grenade Guy
Utterly mad and full of growth drugs, these guys can be conned by other bandits into simply weilding a grenade and running at you. Bandits both fear falling into this tragic situation, yet also glibbly exploit those who do. It's said it's possible to return from being a grenade guy, but most examples seem to be from word of mouth.
Crazy Bandit Attitude
Overall the bandits are affected by the hormones, even once they have completed the growth of an adult body. This, in conjunction with a sense that they can't die, makes their methods somewhat eratic and insane. Some may even suffer from dementia, as even though one might assume one is fighting bandits who are in their early twenties, some of them are actually seventy or eighty years old!
Growth Systems aren't just for People!
This is why you find so many guns in bandit toilets - the components are actually being grown by special bacteria! They gather and fuse molecules of metals in various ground up scrap fed to them. The toilet actually makes an ideal growing spot, being moist and...fed a continual supply of nutrients! Oh, sorry, if you were grateful to hear that the toilets aren't actually used in their traditional sense anymore, sorry! Indeed, quite the opposite!
As to why Hyperion, as run by Handsome Jack, the Handsome Jack who wants to kill you - as to why THAT Hyperion will keep respawning you????
I got nuffin'.
Imagination only runs so far...
Labels:
bandits,
borderlands 2,
ecology,
midgets,
respawn
Monday, February 4, 2013
Borderlands 2, Mini Review (and Rhymes Too...)
I think borderlands 2 is an improvement. For a start the single player mode actually offers some challenge in game play. Even though the split screen option is there on the PS3, it's a relief to know I can enjoy playing this solo.
There's a touch of darksouls there in that you start to learn the various positions of enemies in certain areas (but after awhile you'll be moving around following the story quests so much that that begins to reduce). Though this fades out latter as you don't cover the same ground as before. It seems a missed opportunity to have a puzzle like landscape you can learn, instead of zipping through new areas and just fumbling your way through instead of finding elegantly profitable paths through them. That'd be another thing that'd be interesting to pick up from dark souls - if you die, have it possible to pick up the money lost somehow. Have it sitting at some further point. Granted when you die the bad guys don't come back in borderlands 2 like they do in dark souls, so the mechanic can't be perfectly replicated without an even larger change being made.
Aesthetics wise, the returning of bandits bugs me - this sort of thing bugs me like clipping graphics bug alot of people. Why do the bandits just keep coming back? I'm gunna write a post about the respawning ecology of borderlands, simply to make my self less tooth grindy, in the next post.
There's a touch of darksouls there in that you start to learn the various positions of enemies in certain areas (but after awhile you'll be moving around following the story quests so much that that begins to reduce). Though this fades out latter as you don't cover the same ground as before. It seems a missed opportunity to have a puzzle like landscape you can learn, instead of zipping through new areas and just fumbling your way through instead of finding elegantly profitable paths through them. That'd be another thing that'd be interesting to pick up from dark souls - if you die, have it possible to pick up the money lost somehow. Have it sitting at some further point. Granted when you die the bad guys don't come back in borderlands 2 like they do in dark souls, so the mechanic can't be perfectly replicated without an even larger change being made.
Aesthetics wise, the returning of bandits bugs me - this sort of thing bugs me like clipping graphics bug alot of people. Why do the bandits just keep coming back? I'm gunna write a post about the respawning ecology of borderlands, simply to make my self less tooth grindy, in the next post.
Subscribe to:
Posts (Atom)