Broldier Posted May 13 Share Posted May 13 Loved WX-78 back when they were first implemented in the original DS, and came back after the skill tree was added to DST. So I'll be biased. Circuit Extraction To begin, I'll cover circuitry. As it stands, it's a vast improvement over WX-78's initial rework, and they are no longer bound to being only slotted as a speed demon. However, extracting circuits is unnecessarily more punishing than it should be when reconfiguring circuits, as it is on the same level as losing charges when wet, frozen, or starving. My proposal is an in-between state, where extraction will put you in the "recovery" status, as opposed to losing charges upon circuit removal. If you happen to gain a charge through any means, you'll fully charge. On the other hand, if you lose a charge while recovering through the aforementioned, you'll lose them all. This is intended to replace Watts Up's current implementation (or become integrated as base kit) since the skill isn't handy at all - you're still losing uptime upon removing circuits. The skill itself does not lend much to a player who has already established methods to charge in early progression (Lightning Rods), or even instantaneously in the middle game (Electric Milk). In multiplayer, this is more redundant if Winona has replaced a generator and resources are no longer tight. Circuit Durability Removing a circuit incurs the same durability loss as death. You may alleviate this with Right to Modify. Locking QoL behind a skill just makes players more adamant about not changing circuits at all and forgoing the skill point entirely. It's not good. Swapping circuits is not practical. Longtime players have already "solved" the best circuits for WX-78. Bio Data is Research Points Now, obtaining the resources for circuits is quite easy, really. Gears for Super-Acceleration, Electric Milk for Electrification? Non-issue. Bio Data, on the other hand... is unnecessarily grindy. But you can just make a zoo! Capture Moleworms, Nurse Spiders, etc. -- Yes, yes, just one problem. It's unarguably a complete waste of time. Not even remotely impactful as setting up twigs or grass in your base. You deploy your Bio Scanalyzer and sit still for 10 seconds for 2 Bio Data per creature. That's it. Bio Data can be repurposed to be an upfront cost to unlock a circuit recipe, and it can be a thing of the past - or it can be removed entirely! Inventory bloat, it is. The novelty and challenge are scanning and kiting the creature. Convince me that gathering Bio Data later in the game is interesting, and I'll praise the genius behind it. Lunar Vessel While it is not bad, it is quite underwhelming. Possessed Chassis are potentially one of the most complex followers if you can invest in their resource cost. Unfortunately, they are mechanically on the same level of intelligence as Pigs. This cannot do. Naturally, players obtain these chassis in the middle of game progression; however, one can acquire them early (to their detriment). Hunger is a non-issue, though actually utilizing Possessed Chassis during their uptime is a painful experience. While doing activities in base, or while sailing, the only thing they do best at is get in your way and do nothing. My personal favorite interaction with them was moving between land and my boat, only to be body-blocked and sunk at the coast of the ocean because of their constant drive to breathe down your neck. That is only second to my experiences with them while trying to grab the steering wheel. Chop trees? Sure. Mine stone? No problem! Collect some grass or twigs? But, DAD! That's the Auto-Grabber's job! Alright, how about combat? Well, their kiting is about 75/25, but for serious enemies and bosses, you have to be a real cowboy to rear them, because they will recklessly flail about (or just stand in place) unless you stack them up with food and equipment top to bottom so that they actually live. And upon death... unless you have the Phasmo-Encapsulator, or a Telelocator Focus set up, prepare for a trip to get them back. Bonus points if the chassis also gets demolished in the aftermath. Some basic commands would solve a few issues. "Standby" to put them in a Backup Chassis state when they are not needed. This opens the possibility of reconfiguring their circuits through consciousness swapping. "Group up" to let them follow you closer (their current behavior in-game). And, "Steady", where they trail slightly further away, such as in previous patches. A solution to death is a "down, but not out" mechanic, where the gestalt, upon taking a fatal blow, still remains inside the chassis until the player long interacts a healing item on them. Ignore this state for a day or so, and the gestalt will exit the chassis. This will reduce detours, although demolished chassis... ouch. Allowing them to use additional tools like the Walking Cane when the player also has one out would be splendid. Shadow Servitor enthusiasts rejoice with choices between resource collection, rudimentary automation, and or a damage solution. Lunar Vessel fans end up raising children with mouths to feed. Conclusion I could cover other caveats. Like the Possessed Chassis' inability to maneuver around fires. Or how 2 out of 5 Gamma circuits are quite useless/niche. Or how skill trees barely even function as skill trees. That's been done to death. I don't think any more changes are going to be made, regardless of discussion, which is grim. Oh well. Time to hibernate until DSE releases! Link to comment https://forums.kleientertainment.com/forums/topic/171507-some-tweaks-to-make-wx-78-less-jank/ Share on other sites More sharing options...
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