» Sat Feb 19, 2011 9:54 am
I tried to make as many of the upgrades as possible sound like something easily installed, but I agree with you that liquid cooling is pushing it a little. It would be sort of cool to link the upgrades to individual suits of power armor, and maybe make the player need a workbench to install them, but I'm pretty sure doing that would require putting an object script on any set of armor that I wanted to use the system (I've got too many upgrades, and way too many possible combinations, to do it the way WMK does it). Requiring an object script would break easy compatibility with custom and DLC armors, and, unlike the weapons in Weapon Mod Kits, once you've reached the power armor stage, you just won't be changing your armor that much. You might keep a roving trader outfit and the CSA with you for certain occasions, but the weight would prevent you from lugging around multiple sets of uniquely modified power armor, so from a gameplay perspective there isn't much of an incentive to use that system. I did make armor model specific versions of the ultracapacitor conversion kits and experimental microfusion packs, so I guess I could do the same for liquid cooling, but it seems like too much effort for too small of an improvement of gameplay. Anyway, glad you like the TRO. I'm making good progress on the Energy Pulse Generator, which should be fun, and my current implementation of the ref walks responsible for lootable upgrades and explosions has been 100% stable in my testing, and works more reliably than the latest release.