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tremere110: You essentially have infinite ammo clips. Your gun can run out of shots but you can spend an AP to reload. I remember most quality weapons in the PnP RPG being equipped with biometrics or kill switches so you really couldn't loot corpses of anything really good anyways - so I find unlootable or minimally lootable corpses more realistic to the setting.
Well that would've been your GM doing that, that wasn't standard according to the rulebooks.
For us it was just that it didn't fit the setting and you had to sell them through the black market so it was too much of a hassle anyway. Personally I still feel like it doesn't really fit the setting because it's supposed to be a gritty dangerous setting and not a loot-happy fantasy setting, but the game has taken away much of the danger already and so if the campaign takes looting into account it wouldn't be too bad. But for the main campaign it hasn't been taken into account and as such it could definitely be bad for that one.
And if you have infinite ammo you don't really need it either. Personally I wouldn't use it.
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Smannesman: I suppose campaign creators would just have to compensate.
Back when I played the P&P RPG we never looted corpses, it wasn't really a part of the game.
But the computer version is already pretty radically different, so I guess it wouldn't be too bad to just have them loot some ammo and money.
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tremere110: You essentially have infinite ammo clips. Your gun can run out of shots but you can spend an AP to reload. I remember most quality weapons in the PnP RPG being equipped with biometrics or kill switches so you really couldn't loot corpses of anything really good anyways - so I find unlootable or minimally lootable corpses more realistic to the setting.
Also, even if you can freely loot weapons, there are ways to track them (as in GPS (or similar) trackers), and running around with a weapon that you looted from Renraku's private security force is just asking for trouble.
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Crosmando: I haven't been able to work up the will to finish Dead Man's Switch yet. I don't mind linear if the hubs are freely explorable and have side-quests, but this takes linear to a whole new level.

The game has a cool intro set-up, but once you get out of the Morgue and into the Seattle streets, it doesn't take long to realize just how tiny and boxed-in the maps are, once you realize that the only thing to do on each map is talk to the people the game wants you to talk to, and go to the locations the game wants you to progress, it immediately starts feeling really artificial quick. The dialogues and music are the only thing that really kept me playing.

I might try and finish it when the next campaign comes out to import my Mage. I can only hope that the main campaign is basically a tech demo of the editor and the real awesomeness is yet to come in the form of conversions of official Shadowrun modules by fans, I also note that SRR is the top-seller on Steam so I hope they put that money to good use and make some bigger OPEN adventures for us.

There's some sparks of goodness in the main campaign though, the "puzzle" with getting into Coyote's computer was interesting because you can actually bypass that entirely by using Decking to hack the computer (I wasn't playing a Decker). I also have been able to bribe my way out of a few encounters that could have turned ugly. So there is definitely the possibly for some alternate solutions.

Not sure about that character system though, very boring, anyone know if the editor can change it?
I didn't pre-order for this very same prediction.

Given the time they had to work on it and the fact that it was over head isometric like the SNES game, I was pretty sure that it was going to be no more sophisticated than the first SNES game but with modern graphics.
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eispfogel: I hope they will do a Bladerunner Mod for Shadowrun Returns. Or another Mod with a Film Noir style Detective Story.
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stonebro: A Tex Murphy mod for Shadowrun Returns you say? Hmmmm ...
I've been tinkering with this very idea since getting SRR. I may actually have a go at making one soon.
Think I'm 3/4s into the game. No regrets backing it. Love the atmosphere, writing, descriptions and dialogue, combat is fun. And of course the usual complaints about the save system and linearity. I hope to see more variety and open endedness, everything else could use more variety; loot, spells etc. Really looking forward to future campaigns or user made campaigns that can last 20 or more hours.

Anyone know if they managed to get scripting in the editor?
I like RPG's but I never played XCOM so that isnt a useful point of reference for me, I liked fallout (yeah even Tactics), is there any point in me getting this game?
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Gazoinks: Ooh, ooh, 'nother question. Is there a way in place to import characters between missions? Would make episodic stuff more plausible.
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StingingVelvet: Yeah I think it's an option, when I started the mod campaign it asked me if I wanted to.

Speaking of mod campaigns I played "Lost Lamb" and it was interesting. It was short but it took place in a city area with lots of going back and forth from a bar to a shop and apartments and whatnot. So all that stuff is certainly possible despite not being in the official campaign.
Sounds good, it's the only thing wrong with the campaign the game ships with as far as I'm concerned (well except for the save system!)
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F1ach: I like RPG's but I never played XCOM so that isnt a useful point of reference for me, I liked fallout (yeah even Tactics), is there any point in me getting this game?
It's similar to fallout in many ways but much more linear
Post edited July 27, 2013 by KOC
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StingingVelvet: Yeah I think it's an option, when I started the mod campaign it asked me if I wanted to.

Speaking of mod campaigns I played "Lost Lamb" and it was interesting. It was short but it took place in a city area with lots of going back and forth from a bar to a shop and apartments and whatnot. So all that stuff is certainly possible despite not being in the official campaign.
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KOC: Sounds good, it's the only thing wrong with the campaign the game ships with as far as I'm concerned (well except for the save system!)
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F1ach: I like RPG's but I never played XCOM so that isnt a useful point of reference for me, I liked fallout (yeah even Tactics), is there any point in me getting this game?
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KOC: It's similar to fallout in many ways but much more linear
OK thanks, maybe wait for a sale on it, cheers :)
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F1ach: I like RPG's but I never played XCOM so that isnt a useful point of reference for me, I liked fallout (yeah even Tactics), is there any point in me getting this game?
Fallout tactics would be a good point of reference. Jagged Alliance as well. It's like those games but with more dialogue and perhaps more stat building, I forget the extent of that in Fallout Tactics.
Fallout Tactics had much the same stat building as the regular Fallouts, I think. Skill tagging and perks and so on.

Anyway, from what I've played of Shadowrun so far it looks and sounds great, though is quite linear as mentioned.
mustn't be too bad if so many goggites bought it or backed it.at this point should ppl who havent dived in, is campaign worth it, or should we go in expecting the modding scene will be the main draw card? ie as was case for Nwn?
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jamsatle: Fallout Tactics had much the same stat building as the regular Fallouts, I think. Skill tagging and perks and so on.
Well I guess it would be a good comparison to Shadowrun Returns then.
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nijuu: mustn't be too bad if so many goggites bought it or backed it.at this point should ppl who havent dived in, is campaign worth it, or should we go in expecting the modding scene will be the main draw card? ie as was case for Nwn?
The campaign that comes with the game is a solid 10 - 12 hours experience. Very linear and more like a top-down adventure game with turn-based combat. If that sounds fine to you, by all means, go for it. I definitely had fun with it. It's a well written game that nails the Shadowrun atmosphere, and some of the combat encounters are nicely designed. Don't go in expecting an open-ended experience that gives you a lot of freedom. The campaign is basically the opposite of that.

So, I'm looking forward to the Berlin DLC and whatever the community will cook up (beyond the attempts to remake the old 16-bit games with the editor, I mean).
I'm enjoying it. I like the isometric view, the mechanics (although I admit the "instructions" could have used some work), the graphics, the way combat plays out. I think it's a great old-school approach with modern sheen. It may be one game I'd actually want to get DLC for.
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F1ach: I like RPG's but I never played XCOM so that isnt a useful point of reference for me, I liked fallout (yeah even Tactics), is there any point in me getting this game?
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StingingVelvet: Fallout tactics would be a good point of reference. Jagged Alliance as well. It's like those games but with more dialogue and perhaps more stat building, I forget the extent of that in Fallout Tactics.
Cool, may take a punt so, thanks.