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Howdy, Belter.

Now I'm not one to tell a scraphound what sort of thing in the cargo-hold steadies their nerve and makes them feel lucky or competent again, but we've all got our particular tricks for when the day's labor becomes hinky. The answer is an unsatisfying one, I understand, but to go ahead and pull the curtain back a little and divorce from the fiction, I'm gonna tell you Game Balance and Testing.

Glow's an edge-stat that don't get checked often like Grit, and having a surfeit of it makes for a less interesting and engaging experience. Also them OmniFlash batteries is miserable power-drawers and when we plugged one into a Kildeer, it damn near ate the fusion drive just keepin' itself topped up. Honest and true, Grit's refilled by suit-patches, little lucky-dos, a quick smoke, or maybe a little nip to settle yourself before you button up your hat and step once more into the old groaning ghost of a Bird. 

So yeah, Belter. I agree, when dealing with the fiction it makes plenty of sense to have some Flash batteries kicking in stowage more than a quick and heady "okay, I can do this" waiting back at the airlock. But also some things gotta get square on the meta-level. Indulge me, if'n it ain't too onerous. Or hell, scritch it out and change it. I ain't your pa.

Best of luck out there. Chariout, out.

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Copy, Chariot.

Thanks for the straight answer. Now that I hear you saying, I feel not exactly smart for not carrying around some painkillers, stim packs and other stuff to keep my run going smoothly. However, I still feel inclined to bring some extra batteries, or even glowsticks, as I lean towards avoiding trouble rather then looking for a way out of one. Not being able to see ahead where I'm stepping in will eat through my brain faster than nanite swarm.

Anyway, if you allow me, as good a slicer I am, I'll push my luck with some ship modifications to see what fits best my working style. What could go wrong, right? That's why we are here after all.

Over and out.