The Entry Point Thread

Yeah I know

I learned it in the Lakehouse… right after I killed the gunship.

I learned it in The Chapel after figuring “eh, I’d like to get down these stairs quicker”.

Turns out, while the torsos and heads of Freelancers are very, very durable, their kneecaps are in the 99th percentile for shatter resistance, just behind those with severe bone degeneration and those who don’t have legs.

Okay so I was recently wondering what else could be changed to improve the game? Like what should be changed to make the lockpick gun easier to obtain without making it just a better lockpick kit when you don’t have any skills (so if the lockpick gun was something that had no requirements, then it’d be unbalanced).

Additionally what could be changed to make skills such as agility levels 1-3, climber 1, and lock artist 1 better? Since currently all they really do is give minimal buffs, whereas something like advanced protocols 1 or electrical engineering 1 opens a good amount of opportunities for the player.

Also what kind of modifications would you want to see? Do you want to see a rewiring kit mod that reduces the electrical engineering perk requirements by 1? (So advanced devices could be rewired with rank 2)

Please tell me what you guys would like to see.

Lock artist 1 saves only 10% of progress but scales by 4% per Fast Hands unlocked. Climber 1 was buffed so that it reduces the stamina usage of jumping, which is fine and idk if it needs anymore than that.

Agility levels should take a bit of stuff from the old Perserverance skill and scale with Conditioning, where more conditioning will slightly help agi2, and agi1 can reduce the stamina drain of sprinting, which ties with agi3.

I’m personally not a fan of this as lock artist 1 isn’t that good in most cases already, since you can get a modification for the lockpicks that saves 20% of the progress which is usually enough in most cases.

As someone on the earlier levels: absolutely the hell not. This just makes it so that the perk is genuinely almost useless until late-game.

Make it unlocked at Fast Hands 4 instead of 8, and double the amount of inventory space it takes up and make it not save progress. Now it’s the reliable option if you’re only facing low-level locks which you can open in one go, but you have to give up more inventory space for it, making it harder to justify taking both it and the base lockpicking kit.

Agility 1

  • The player now performs climb-throughs 50% faster.

Agility 2

  • The player no longer consumes stamina for the first second they sprint, on a 5-second cooldown, allowing for brief sprints around corners and the like. This even lets you sprint without stamina left.

Agility 3

  • Just reduce the amount of stamina needed for the crouch-sprint to be 150% of the normal sprint cost.

The player can now “sprint climb” ladders and ledges, consuming stamina to climb them extremely quickly.

Honestly, Lock Artist 1 is fine. Retaining progress is really useful if you misjudged when a camera or guard would move.

If you wanted a small buff, maybe increase the amount you can turn slightly when picking locks or drilling, giving the player better enviromental awareness.

It already doesn’t save progress.

The reason that I don’t find lock artist 1 that useful is because cameras rotate every 12 seconds, meaning that you can predict when it’ll rotate consistently, and guards usually change the positioning of their arms before they move, and with those two bits of knowledge combined, it’s kinda hard to be caught while lockpicking when you know when the cameras rotate, and the signs that a guard is about to move.

True, but guards move at differing rates. And, also, there are some areas where you won’t reliably be able to pick a lock in one go, such as the upstairs archive room in The Deposit.

That is true, but in those cases the awareness perk usually does the job, but I get why having a larger area to look around would help.

Bit of a weird idea but what if certain modifications for equipment were only able to be used if the player had a certain rank of equipment specialist? Since currently I don’t see the equipment specialist skill as being that useful in most cases. An example could be making some sort of modification that increases the power level needed for metal detectors to detect it, so a hacking tablet could be slightly easier to smuggle past a metal detector.

Another idea is that maybe some equipment requires equipment specialist in order to for you to bring it, so lock artist 1 and equipment specialist 1 would allow the player to bring the lockpick gun.

Maybe, but only if this doesn’t move existing mods to said perk. We don’t want to give players fewer options in their base kits—they barely have enough as-is.

I don’t think I mentioned anywhere that pre-existing mods would be moved.

Alrighty, then you have my full support for this idea.

Plus it could be that equipment specialist upgrades modifications, so the current ones stay the same, while let’s say rank 2 gives you better ones (although you’d only get one upgraded modification and one normal one if you had rank 3)

Okay so here’s a concept, the glass cutter equipment, a brand new tool that can be used to create opening in glass without triggering any glass break alarms, however, this piece of equipment takes 3 spaces, has a weight of 4, and costs $400 to deploy with it.

This would help players interact with intractable items in missions by creating a small opening as well, for example if the folder in the scientist mission is near a window, you could cut some glass and then read the folder from outside, also opening created in glass can only be smaller than the glass itself, so small windows are only good for interacting with items, a medium one can be used to climb through with the same restrictions as other climb through interactions, and large windows can be walked through. (Also cut glass will be reported as property damage)

It only has 1 use and you need equipment specialist rank 2 to deploy with it. Alright then what do you guys think?

Modifications

Precise cutting: upon cutting the window the glass that was cut will be dropped as an item that can be used to reseal the glass and prevent it from being reported.

Durable cutter: one extra use

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