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Your UGC has no data only content pack dependencies (like Tracker's SSC), and honestly, it is just fine as it is.
But you might want to give players the OPTION to "plug" such UGC to your campaign.
Doing this is easy. I'm sending you a friend invitation ... if you'd like to, we may have a chat about this.
Chears !
You could add small scenes to the atms
Another way to break into the office by hacking the computer system and adding your name to the employee registration so the secretary gives you a key card
Hack the computer in the stripclub to activate the sprinkler system to clear out the club giving you a non-violent solution:)
Hack the top floor of the building to access the 1000$ and the gun
You could also hack a computer in the end to get a heads up about the lone stars activities, maybe turn the guns against them :P
great story thou, love the humor
I recently added a new approach to the Shamju Tower Heist that involves hiring a crew and knocking the place over, for the people who prefer to approach things with guns-a-blazing.
EDIT: For any lawyers reading, I'm of course talking about an independent project, not a Shadowrun Campaign specifically :)
First, let me say that this story was EXCELLENT! So much better than Dead Man's Switch, and it's all in the details. I liked the premise of DMS, but your execution, your dialogue, the depth that you gave to the Shambles--these were leaps and bounds above and beyond the pre-packaged adventure, and HBS should hire you as a writer. I know that you pulled the story from other sources, but you executed it splendidly. The first time I played through, Ken and Dash both died in the fight against Jin, and I was pissed because I liked those characters so much! And I was absolutely itching to kill Doubledog, so when that dialogue option came up I actually cheered in my seat.
So, knowing how much I thoroughly enjoyed your UCG, take these thoughts and suggestions how you will.
I've read a lot of people who complained about not having enough decking content, but that must have been changed recently because I played it over the last couple days and felt like I had plenty to do as a decker.
The only part that felt out of place in that respect was the Lonestar fight. I really wish there had been an option (and maybe there was and I just didn't see it) to take time before that fight and hack the turrets properly rather than hacking them for free in the middle of combat, but I understand that's a tough story decision to make.
It would also be cool, imo, if there was a visual effect on the character if you choose to rescue the Source. Is that even possible with the SR Editor? Hm.
A few people have mentioned integration with other UCG, and I'll add my voice to that sentiment, particularly in regards to Cyberware. I felt a little let down by the meager Cyberware options available from Doubledog, though maybe there was another Cyberware merchant that I just never found. Also, I'd love to see the Magical Tattoos UCG by tamerlanemohammad integrated into this.
The ability to enter addresses into the utility site to begin decking missions was slick, but I didn't get the gossip magazine thing at all. Where was the information you were supposed to enter there? Does it actually do anything? And in the same vein, is there any point to being able to type a response to an e-mail? Maybe these were great things and I just didn't get them, but if they had effects I wish there had been a clearer lead in to their use.
I'll probably end up playing through again, and if I notice anything else I'll mention it. Thanks again for a great story, and I'll be looking forward to more of your work!
There is a use for the gossip mag, but you can get all the info from it from other sources. It's just another thing to play with.
Anyways, onto with my suggestion numero uno: Any chance to get a save point before entering the lab with Jin and Gardner in it? I know not your fault with SRR's silly save system, but still I guess it'd help.
In some of those fights, I have tried to keep both Dash & Ken alive to the last to get the other ending (sided with you-know-who the first time I played through), but any chance you 're a Southpark fan? 'Cos those b*st*rds keep on killin' Kenny... I know storywise it makes sense, but well, the goons in the lab usually gun him down way too early if I don't spend all my heals on keeping him alive. And babysitting Kenny ain't my idea of an epic showdown.
Second, an even more talky-tricksy sneaky way of dealing with Gunter 'd be appreciated (still, the Fight milk's awesome). But all the more respect for the great twist at the end of that particular mission (what with the Damsel's reaction to her rescue).
Keep up the good work!