(05-02-2021, 07:27 PM)Tarmunora Wrote: reposting from discord, since people there were getting hung up on adventure-zone stuff since the intent behind the change was not necessarily made clear:
Main reasons were:
- detrivialize/encourage-proactiveness-in getting out of sticky situations (can't just ask AI for the portasci[remote] when stuck)
- Reinforce that the port-a-sci is the RD's toy, in the same way that the NT syringe gun is the MD's, or the RCD-C is the CE's
The RD's toy is the hand tele, and should not be porta sci.
Instead I would recommend actually buffing the hand tele, or giving the RD an upgraded hand tele, because of how limited it is. the teleportation mod for cyborgs allows them to teleport to any beacon regardless of whether or not there is a teleporter lock on it, but when using the hand tele there is always the change to lose and organ.
requiring people to use the physical remote for porta sci might not be too bad, but you need to have enough remotes so telesci isn't RD only.
(05-02-2021, 07:24 PM)Lord Birb Wrote: If people solo azoning for overpowered gear is the problem, the solution is removing the overpowered gear from azones.
while not a bad idea, you do have to remember that there are a few creatures in the azone that you require the overpowered gear in order to kill. yea, you could go and print like 5 extra phasers but that's not ideal. If the items were removed then the creatures would need a decent nerf.