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nylanfs
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Old August 15th, 2011, 03:56 PM
I wasn't sure where to put this, but I'm seeing somethings that could be improved upon so I thought I'd request them (and no I haven't purchased the prog and SR set yet.

1) When adding cyberlimbs, if you haven't written your physical stats down you can't flip back to the summary screen to double check. It would be REALLY handy if the base stats were listed in the customization screen.

2) By RAW, all modifications going into a cyber limb must have the same grade. If you have already customized the limb it would be nice if all the modifications would already change to that grade.

3) If you have already removed the wireless and RFID option from the base cyberlimb there should be an option to automatically relay those settings to sub modifications.

2b & 3b) Actually why not just have a option on the cyberlimb option to automatically translate the modifiers applied directly to the cyberlimb to any sub modifications.

Last edited by nylanfs; August 15th, 2011 at 04:08 PM.
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nylanfs
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Old August 15th, 2011, 05:08 PM
BTW I REALLY like the identity and lifestyle section.
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LooseCannon
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Old August 16th, 2011, 12:48 AM
4.) Please consider adding a recoil compensation setting to the firearms listing. Some weapons have "efficient design" RC, and selecting a gizmo or other option will presumably only cause issues once the Arsenal data set is built/released. I suppose you could also just create a "efficient design" gizmo and have RC get applied that way...
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Mathias
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Old August 17th, 2011, 10:29 AM
Quote:
Originally Posted by LooseCannon View Post
4.) Please consider adding a recoil compensation setting to the firearms listing. Some weapons have "efficient design" RC, and selecting a gizmo or other option will presumably only cause issues once the Arsenal data set is built/released. I suppose you could also just create a "efficient design" gizmo and have RC get applied that way...
Actually, in the editor, make a copy of the Ares Alpha, and at the top right, press the "Fields" button - you'll see that the "wpRecComp" field there is set to 2. You can apply the same thing to other weapons, creating a new entry in the Fields button for it. Leaving that field off the normal list for ranged weapons was a mistake, and I've fixed it for the next update. Thanks for catching that I missed it.
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nylanfs
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Old August 16th, 2011, 04:38 PM
That's detailed in Arsonal, so I would imagine that that modifier would be included in that dataset.
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RavenX
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Old August 16th, 2011, 04:51 PM
Making starting contacts optional is something I would like to see.

Also it would be nice to be able to set a Maximum on Starting Equipment Nuyen along with Rating and Availability.

I am running a 300 BP campaign, and my players do not start off with contacts, they earn them through the course of the campaign. Their goal is to become either a contact for other runners or reach the 400 BP level for a professional runner. My group is limited 5 BP of equipment to start off with, equipment rated at 3 or less and availability less than or equal to 4R. Real ghetto level gaming, but its turned out to be really fun for my group.

Last edited by RavenX; August 16th, 2011 at 05:21 PM.
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Peter Smith
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Old August 17th, 2011, 02:57 AM
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Originally Posted by RavenX View Post
Making starting contacts optional is something I would like to see.
I believe this was done in the last update.
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Mathias
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Old August 17th, 2011, 10:37 AM
Quote:
Originally Posted by RavenX View Post
equipment rated at 3 or less and availability less than or equal to 4R. Real ghetto level gaming, but its turned out to be really fun for my group.
Allowing users to edit the rating and availability limits for characters is already on my to do list, and I hope to get it in soon.

Adding an option to forbid "Forbidden" availabilities (and I might as well add an option to forbid "Restricted" availability, too) is a good idea, and I'll try to get that in when I set up the way to change the availability and rating limits.
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thedarkelf007
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Old August 17th, 2011, 04:00 PM
While it is not common I have two characters with Magic Rating and a Resonance Rating.

Will it be possible to do this with a house rule?

The first is a pixie technomancer, the second is a mage who critical glitched and fell into a resonance well / astral rift created by aztechnology trying to combine both features. He was the only survivor from the encounter.
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Mathias
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Old August 17th, 2011, 04:23 PM
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Originally Posted by thedarkelf007 View Post
While it is not common I have two characters with Magic Rating and a Resonance Rating.

Will it be possible to do this with a house rule?

The first is a pixie technomancer, the second is a mage who critical glitched and fell into a resonance well / astral rift created by aztechnology trying to combine both features. He was the only survivor from the encounter.
I'm afraid I went by SR4A pg 68: "Magic and Resonance are mutually exclusive attributes. A character who possesses a quality that grants a Magic of 1 or higher cannot have a Resonance attribute."

Within Hero Lab, I'm afraid that most of the places that are looking at whether to display information about Magic or about Resonance are using if...elseif tests - meaning if you have the one, Hero Lab doesn't even check if you have the other. Allowing this house rule to be applied would be a very complex operation, and I'm afraid it's going to be a while before I'll have the time to try that.
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