Minor bugs/thoughts:
- Eugene probably has one bugged buffout. It is a ''reserved item'' that looks like a regular buffout.
- Using repair on Corrections Officers bots may be slightly bugged. I tried it on the first one near the lift on the Metro bar level and text said that I healed hp. Other than that it works fine
- Hermit in a random encounters sells fly charm for 0. Charms are very interesting, could you make more of them?
- Not a bug, but komodos are really easy to kill. Maybe they could poison and radiate the player like slugs?
- Badgers die when hit for 5 dmg and give a lot of XP. Probably a bug, but you may want to leave it like that for some time, because it lets gain xp quickly.
- Maybe we could use that mine from Smuggler to really blow something up or throw it at the enemies?
- Dunno if it's a bug, but during the simulation I got access to the armory very easily with 0% Speech. I'm always for nerfing Speech because it's op, but here I see an oportunity for Charisma/Diplomacy boys. Could you make a speech/charisma check for armory access? With xp and flavour text if possible.
- I must take an in-depth look at that, but I'm fairly sure that the penalties for choosing either Ghoul or Supermutant (losing agility) are too severe when combined with getting perks every 4 levels. Agility is everything in this game, sadly, and playing with less than 8 AG is very unpleasant. (on a side note I find it hilarious that since Fallout 1 to this day - age of decadence, atom rpg etc - agility still dominates in most playthroughs. ''The agility problem'' remains unresolved). I predict that the players will complain about lowered agility.
- It is awesome that you can find energy weapons in Tibbets (at least 3 pistols I guess) and that you made Energy builds viable from the start. I have 3 minor concerns. What about big guns? (maybe you could use grenade launchers from Economy and Combat Rebalance?) Won't they make early game too easy/make the player swim in cash? Laser pistols are strong, but they can be balanced by ammo scarcity, but I think that I've found at least 80 cells. A lot of players complain(ed) that in Fallout 2 you quickly start to swim in ammo, I agree. Everyone knows that pipe rifle sucks, but it makes sense in early game and it has cheap, common ammo.
- I'd love to see more random encounters that will help to tell a story or to learn about the area. More robots around Tibbets, Powder Gangers, various tribes (like Hangdogs warriors?). Even simple floats can be meaningful. And I'd love to see different caravans from various settlements (with special goods that make sense).
- I'd love to see more crafting. How will it work? Will NPCs be required to learn new recipes?
Tibbets is awesome. I hope it will get even bigger in the future (I guess it has a ''robofactory'' part or a tech treasure rooms where only robots are allowed). I think it is great for the player to see a locked door that seemingly can't be opened - and the player will return one day and unlock that damn door and feel rewarded! Fallout 2 did it nicely with Toxic caves.