I do agree that there needs to be more scenes with her. But all that will come more in Part 2 of the game.
Same reason why both her and Gabriel’s romance feels so rushed and out of character. They’re meant to be at the end of the game, but I moved them back due to popular demands. However, I do aim to keep the romance there, with a bit more tweaks to make it less forced and more natural.
Yes, which is why it won’t survive the end
The contact list and dial a number feature was supposed to be how you hang out with your crew members but when I realised that you can’t go into a scene in the stats screen and make it permanent, I decided to scrap that idea and just made it so that the MC is able to hang out in the daily menu.
Damage actually does matter, but in rare instances. Like for the VAMcorp scene, where if you have a high enough damage for your weapon, your bullet will actually go through their body armour and possibly even kill them.
Some weapons like The Cerberus shotgun alongside VAMcorp’s RMP-9 hand cannon has a damage high enough to go through a ballistic shield (which will be seen and will be particularly useful later in the game in part 2)
That is true, because it honestly doesn’t matter much in a text scenario.
Considering the ammount of weight it puts, I do think that I can imitate the vest from the movie Heat with the strap-on magazines.
The clothes will actually be a thing, because the MC’s clothing are actually modular. You’ll start out with a regular leather jacket and jeans, but you can change that into anything, anytime you visit the store.
However, I’m still working on how to do that without messing up the armour codings…
I do think that ammunition needs a price, but per bullet seems a bit too much. This game already has so much and doesn’t need more micromanagement than it already has, so the game will treat ammunition in bulk.
This also includes bulk armour piercing rounds, hollowpoint/softpoint, tracers, etc.
Range is actually already part of the DC in all shooting rolls.