Continued going through comments and issues from post #74 (sorry, progress will be quicker once I’m finished with Highway Wars…) to
@Thunder, somehow, your suggestion is indeed too situational, which would mean lots of additional coding, only for those using water powers… I’ll try to do something though.
@Willyholly, I checked the code and you should get %+10 in engineering, plus another %+10 if you have the learning power. However, if you are at 84% you might not get much of a bonus (I think at higher levels of skill fairmath doesnt give you much of a bonus)
@IronRaptor, thanks for the criticism. It does seem like I have to improve on my characters, especially those. Mental powers also need to be improved (much on that in my list of things to do). However, the idea is to have more situations within the game, so one single build will not be enough to tackle all situations in the same way (i.e. the robots are supposed to be the biggest challenge for the mental powers, etc).
@Natman1025, not sure what you mean by class one or cheat mode? At the beginning you can choose the difficulty of the game, which gives you more or less hero points… so, if you want to make the game more difficult, you can choose a hero with less powers…
@BigSmoke, I never thought of this, but I read your post this morning and have been turning a few ideas in my head, maybe it can work with a minimum amount of re-working my plot and what I’ve done. Plus, it’ll address some other comments that I have to do below, and lead to a completely new path! (I like it!)
-Corrected bugs about choosing costume. Added gloves, motorbike shoes now have no specified colour (@ColorWheel)
-Changed from having the hp described as a number to a percentage of maximum (maximum hp are still shown, together with “(ENDURANCE x 4)”, so that they player understands about game mechanics (@LightningGarfunkel)
-Added possibility to use teleporting and invisibility to approach steel aeronaut (@stsword )
-Fixed bug with melee weapon
-Added option not to have to pick more things when selecting costume
-Place all powers chosen in the power choosing page
-Add extra fight component to first encounter with Steel Aeronaut, if MC can teleport or fly
-Re-write some of the dialogues for co-workers, to add flavour (a frequent complaint, so I need to work on this!)
-More things to do before confronting the Steel Aeronaut (this is what I’m currently working on…)
-Add extra time manipulation powers
-Look at possibility of influencing boss with mind powers
-Change the description of why the MC is being shouted at (if high charisma/intelligence they should refer to frequent absence, little work done, etc)
-Possibly add personal time manipulation (speed up, slow down MC)
-Suggestion for powers: ability to mess around with Richard as payback (splash the coffee in his face or if you control fire you can boil his coffee to burn him, if you have appropriate power)
-Option to pin down aeronaut in ending scene if you have control over gravity.
-Suggestions for powers from @Chaosteress (Message #45)
-Rework some situations (showing, not telling, post #78) “For example, you said that not everyone is willing to accept powered individuals and simply want to experiment on them. Rather than telling the player that, show them. Have the reader encounter a group of people who are vocal about their distaste for superheroes. As the MC walk through an electronic store, have a segment show up on a TV on how scientists believe that these powered people should be “examined” to further understand them, sugarfrosting their speech to hide their shady intentions.”
-Water powers are underpowered. Add “unaffected by slippery surfaces” (maybe MC can slip and lose some hp in some section). Manipulate acid (“acid blast”?). Freezing floor (stun), Acid (painful stun?)
-Add some dialogue from co-workers wondering why MC is so badly hurt.
-Add option to clear powers and choose again