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  #1  
Old 08-31-2003, 12:40 PM
mark265 mark265 is offline
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Default wtf? only 6 aug slots??

i just noticed this now...what the hell ! i thought the ones in the original DX to be very few and now they are reducing it even more while saying that there will be more augs than the original !! Why is that ..may i ask ?
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  #2  
Old 08-31-2003, 12:44 PM
Lawnboy360 Lawnboy360 is offline
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There was a lot of useless augs in DX.
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  #3  
Old 08-31-2003, 01:16 PM
BMKane BMKane is offline
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There may be less slots, but I'm pretty sure you can remove existing mods. You might only have 6, but they'll be the 6 kickin'est augs in the game. You wont end up stuck with the power recirculator, or something of equivalent uselessness :P.
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  #4  
Old 08-31-2003, 02:35 PM
Picasso Picasso is offline
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Active biomods are just like augs were in the first game: They use energy, and you turn them on and off. They cover things like Bot Domination, the Strength and Quickness abilities, and so on. There are 18 of them, just like in the first game, except here they're seperated into 6 slots (with three choices each) rather than 9 slots (with 2 choices each). Additionally, there is one more active biomod which all characters have (probably a light, like in DX).

Passive biomods are just like skills were in the first game: They're on all the time and don't use energy. They cover things like swimming and hacking (the Neural Interface biomod). We don't know how many of them there are, or how their slot system works (if they have a slot system).

Personally, I'd much rather have six good active biomods that are actually useful to my character than nine that are semi-useful. There were many augs in DX that I never bothered to use no matter what character I was playing (EMP Shield, Synthetic Heart, either of the arm augmentations).
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  #5  
Old 08-31-2003, 06:38 PM
[IS]XXX [IS]XXX is offline
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Quote:
Originally posted by Picasso
Active biomods are just like augs were in the first game: They use energy, and you turn them on and off. They cover things like Bot Domination, the Strength and Quickness abilities, and so on. There are 18 of them, just like in the first game, except here they're seperated into 6 slots (with three choices each) rather than 9 slots (with 2 choices each). Additionally, there is one more active biomod which all characters have (probably a light, like in DX).

Passive biomods are just like skills were in the first game: They're on all the time and don't use energy. They cover things like swimming and hacking (the Neural Interface biomod). We don't know how many of them there are, or how their slot system works (if they have a slot system).

Personally, I'd much rather have six good active biomods that are actually useful to my character than nine that are semi-useful. There were many augs in DX that I never bothered to use no matter what character I was playing (EMP Shield, Synthetic Heart, either of the arm augmentations).
Amen to that. I hated synthetic heart, as it was a big........................................ thing. Power recirculation always seemed much more efficient to me, and in MP, it's completely obsolete. The arm as well, I always chose combat aug, but I really never used it. Cause low-tech is usually a choice of stealth, where you holster your pistol or rifle, pull out DTS, prod, etc., use it, then pull out weapon again. You just don't think about using the when you are sneaking up on a person (wasting half a minute's worth of BE) and then turn it on and off for a quick second.

BTW, it would be cool if low-tech was a passive and active biomod (at the same time), but I'm not sure how they're implementing passive/active system.
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  #6  
Old 08-31-2003, 10:23 PM
mark265 mark265 is offline
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Quote:
Active biomods are just like augs were in the first game: They use energy, and you turn them on and off. They cover things like Bot Domination, the Strength and Quickness abilities, and so on. There are 18 of them, just like in the first game, except here they're seperated into 6 slots (with three choices each) rather than 9 slots (with 2 choices each). Additionally, there is one more active biomod which all characters have (probably a light, like in DX).

Passive biomods are just like skills were in the first game: They're on all the time and don't use energy. They cover things like swimming and hacking (the Neural Interface biomod). We don't know how many of them there are, or how their slot system works (if they have a slot system).

hmm well that makes sense..

will you be upgrading them (both active and passive) to levels like the first or once you install it there will be nothing more needed? i really hope they will include upgrading..
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  #7  
Old 08-31-2003, 10:36 PM
Picasso Picasso is offline
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The active upgrades will have three levels total. There's an example here.

Quote:
Let's say the player chooses Enhanced Vision. Level One is thermal nightvision. Level Two allows the player to see organic heat signatures through walls. Level Three allows the player to see thermal footprints left by organic units walking around. So, ultimately, the player has to make tradeoff decisions about which BioMods to choose and about which ones to upgrade.
We don't know for certain, but the passive biomods will probably be the same way. Anyway, you can see in that example the direction that they're taking with biomods. The idea is for upgrades to give cool new abilities rather than statistical bonuses. They're doing the same thing with weapon mods, like the glass destabilizer. After all, what would you rather have, the ability to silently disintegrate glass, or a .2 second reduction in reload time? Which is cooler?

Another thing that occured to me is that the strength biomod will probably be a lot cooler in DX2 than it was in DX because of the improved physics. It's been mentioned in previews that you'll be able to hurt people by throwing things at them, which will make super-strength very fun. Imagine if, during the escape from UNATCO, you could beat Manderley to death with his own couch instead of just shooting him.
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  #8  
Old 09-01-2003, 11:57 AM
sajcd sajcd is offline
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If you can indeed beat someone to death with a couch...that would be the coolest ever in a video game.

You're right. Using the strength aug with the awesome Havok physics engine would provide hours of entertainment.

Just think if you could kill the NSF guys in the basketball court in DX by throwing the basketball at them.
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  #9  
Old 09-01-2003, 05:41 PM
Random Random is offline
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The other thing is that having fewer biomods slots lets you have a more customised character. I foresee many forum debates over which biomods are best.
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  #10  
Old 09-02-2003, 12:30 AM
override367 override367 is offline
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Now can you kill one guard and pick him up and use his body as a weapon to kill a different guard? I haven't gotten that in a game since die by the sword. (picking up a kobolds arm with the sword still in its hand and swinging it at various critters was fun)
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  #11  
Old 09-02-2003, 12:52 AM
Le`Sauveur`De`Ces`Dames Le`Sauveur`De`Ces`Dames is offline
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I think in severance : blade of darkness, you can pick various body parts from your victims as weapons.

apart from that, why oculdn't you put a grenade in the mouth of a freshly cut head, and throw it to your ennemies to scare them before you kill them? (has anyone seen Battle Royale?)
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  #12  
Old 09-03-2003, 10:12 AM
Frost Giant Frost Giant is offline
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Quote:
Originally posted by Le`Sauveur`De`Ces`Dames
I think in severance : blade of darkness, you can pick various body parts from your victims as weapons.
That is correct, I found that game to be quite satisfying in some parts.
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  #13  
Old 09-11-2003, 01:06 AM
Leo Leo is offline
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Will I be able to periodically switch biomods? For example, when I need to swim I install swimming mod, then muscle mod, then again the swimming biomod. If the switching is fast then it is ok, but if the swimming mod cannot be re-used ... well
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  #14  
Old 09-11-2003, 01:44 AM
Godwin Godwin is offline
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are there any mods which cannot be 'reused' ???
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  #15  
Old 09-12-2003, 05:29 AM
Le`Sauveur`De`Ces`Dames Le`Sauveur`De`Ces`Dames is offline
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Quote:
Originally posted by Leo
Will I be able to periodically switch biomods? For example, when I need to swim I install swimming mod, then muscle mod, then again the swimming biomod. If the switching is fast then it is ok, but if the swimming mod cannot be re-used ... well
It has been said you can install a biomod in a slot already used, but it destrys the first biomod, and any upgrade you could have had installed
that means if you have a level 3 biomod in your left arm (say augmented force) and you want to put a swimming biomod (if they take the same slot, again it's an example), the strength biomod disappears, and you have a level 1 swimming biomod.

so you have to carefully choose your biomods
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  #16  
Old 10-03-2003, 04:28 AM
sackme sackme is offline
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Exclamation

I noticed that a while ago but didnt bother to mention it as i didnt have time or patients to type about it (instead i just went n played DX on the net, much more fun! ) but the 6 slots instead of 9 might mean that you cant go all out powerful with augs like i do, but you have to be more selective if what augs you install (hum difficult) and therefore it could lead to a more interesting game play or not, Which ever way you see it.




SMILES EVERYONE SMILES, This is like some great fantasy!
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  #17  
Old 10-03-2003, 05:08 AM
Trollslayer
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Quote:
Originally posted by Frost Giant
That is correct, I found that game to be quite satisfying in some parts.
Didn't you meant, i found it quite satisfying by using some parts?
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  #18  
Old 10-05-2003, 08:13 PM
BMKane BMKane is offline
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I don't think I'll comment on the sexual innuendo that could be found in that statement if we looked hard enough
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  #19  
Old 10-06-2003, 07:59 AM
TehFreak TehFreak is offline
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you don't really need to look all that hard....
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  #20  
Old 10-06-2003, 08:13 AM
Lawnboy360 Lawnboy360 is offline
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The number of aug slots is just a little design decision amongst others, it's not like it's:

(Funfactor) = (Augslots) x (HUDsurface/screensurface) + (Locationbaseddamage)

Last edited by Lawnboy360; 10-06-2003 at 08:15 AM.
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  #21  
Old 10-07-2003, 01:22 AM
Le`Sauveur`De`Ces`Dames Le`Sauveur`De`Ces`Dames is offline
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Quote:
(Funfactor) = (Augslots) x (HUDsurface/screensurface) + (Locationbaseddamage)
I'd rather think

(Funfactor) = (Augslots) x (screensurface/HUDsurface) + (Locationbaseddamage)
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  #22  
Old 10-07-2003, 03:08 AM
Lawnboy360 Lawnboy360 is offline
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Damn, you're right.
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  #23  
Old 10-07-2003, 08:12 AM
vick1000 vick1000 is offline
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Quote:
Originally posted by sajcd
If you can indeed beat someone to death with a couch...that would be the coolest ever in a video game.

You're right. Using the strength aug with the awesome Havok physics engine would provide hours of entertainment.

Just think if you could kill the NSF guys in the basketball court in DX by throwing the basketball at them.
"Sign that guy with the Knicks"

Anyone remember that?

In Rune,you could use body parts as well,very entertaining.

And you could kill Manderly with his couch,in theory,if you
could survive long enough,I killed the Whore that follows
you around in the Luck Money with a metal crate.

Last edited by vick1000; 10-07-2003 at 08:20 AM.
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  #24  
Old 10-08-2003, 12:52 AM
Le`Sauveur`De`Ces`Dames Le`Sauveur`De`Ces`Dames is offline
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Quote:
And you could kill Manderly with his couch,in theory,if you
could survive long enough,I killed the Whore that follows
you around in the Luck Money with a metal crate.
it depends when. at some points, he is invicible. you can only kill him after you escape from the MJ12 facility
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  #25  
Old 10-10-2003, 09:57 AM
BMKane BMKane is offline
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Quote:
Originally posted by vick1000
"Sign that guy with the Knicks"

System Shock 2 is just chock full of good moments
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