Scavenge: amount of rounds

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Scavenge: amount of rounds

Scavenging is unbalanced, you should be able to find more stuff in bigger cities.

One feature we would like to see added is to choose how many rounds you scavenge a specific building or hex.
If you spend 5 rounds on scavenging a place you should have a better chance.

Kevin Liddell
Syphus Gaming
www.syphusgaming.com

Or maybe a "scavenging" skill that increases the amount of loot found.

Spending turns to scavenge more is a great idea.

We actually talked about a scavenging skill but drew
a conclusion that people would probably not use it.
With the motivation that a skill would "cost" to much
in the way that you would have to not take some of the
other skills that give you more options in the game.

Kevin Liddell
Syphus Gaming
www.syphusgaming.com

Sure, but you could probably tie other effects to the skill than just a % increase in loot. Maybe some useful goodies that can only be found by using the skill for example. Hacking and electrician don't do much at the moment, but people do take the skills because of the variety they open up.

I'd suggest tacking a small bonus onto Eagle Eyed, maybe half the benefit you can get from Strong but without the drawbacks. I rarely take EE since Myoptia is one of my preferred hindrances. This might do a bit to address the balance and add your Scavenging skill to something that is already in the game.

Sure that is a good idea.

Altho What I'm more trying to get forth is the "spend rounds to up your chances" which kinda only make the game more realistic.
You will find more usefull stuff if you spend more time, it's the same with my sock drawer.

Kevin Liddell
Syphus Gaming
www.syphusgaming.com

would be nice if this could be tied into that loot bar at the bottom. so for hard to scav places spending more time will take the loot bar higher. I kind of picture in my head the hard to loot places are just so full of useless junk that in the short time you look you find nothing.
maybe have an offset that for each extra round you spend with your head buried in a huge pile of junk the more chance of a random encounter with a (insert nasty person/creature here) who notices you rooting around in there and comes to have a look

More loot would make the game too easy.

I don't see a reason for adding another loot skill, we already have Lockpicking and Strong.

Ran around with a clown mask before it was cool

1. Even more loot would make the game an absolute cakewalk. The game is already easily 'winnable' if you know what you're doing. Adding even more tools for success without amping up one of the difficulty factors would be a huge mistake, in my opinion.

2. Keep in mind that this setting is possibly dozens of years after the 'apocalypse.' Many locations have been picked clean by now or the usable material held within some places has likely degraded to a point where it isn't usable anymore. Stuff's going to be hard to find in general.

That said, I don't dislike your suggestion for changing the loot mechanic. Trading time/subtlety for loot isn't a bad idea but this would have to be implemented in a way that didn't make it an auto-win. For example, if you were able to spend multiple turns scavenging through a hex then enemies would need to be able to move within that time-frame, putting you at risk for your extra stuff.

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*Waits patiently for the addition of Carroltron*

I agree with your point number 2 but instead of having enemies move around while your doing it why not just have a random chance of a monster/npc spawning on top of you to represent someone/thing being able to sneak up on you while your distracted looting. ie 1 round"current looting" 0%, 2 rounds 5%, 3 rounds 25%. and so on

Scavenging actually used to work this way. Alerting nearby enemies actually spawned two-four enemies nearby the hex and then continuing to scavenge would cause at least one of them to move into the hex and attack you.

The problem is that this causes the map to become absolutely flooded with enemy creatures if you don't make a point to kill them off. Since monsters don't despawn in NEO Scavenger, spontaneously adding more means that you increase the total number of enemies permanently unless you make a point to kill them. This wasn't so bad on combat characters like mine because I got into scraps all the time and managed to keep the population reasonable, but on non-combat characters this became a problem. It also defeats the purpose of actually securing an area because no matter how secure you are and enemy has a chance to just pop out of the woodwork and get you.

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*Waits patiently for the addition of Carroltron*

It wasn't a problem for non-combat characters at all - if done right. I always scavenged with the Hiding skill and avoided anything that would have lowered the sneak bar below 100%. I rarely saw any creatures. Hiding was more powerful than Strong, Melee and Tough combined. Due to the reduced loot it was especially hard to survive day one, but once I had clothes and a lighter the game became really easy and boring. In the long run it was better to constantly get small amounts of loot than being interrupted and wounded or chased away by enemies all the time. I tried a combat character and the game was significantly harder.

Ran around with a clown mask before it was cool