This topic has inspired me

.
I know that there is "greater plan" behind the curtain about some major changes that are awaiting in near soon version of future.
I would like to talk about "skills". When perks and hp stays on 21 lvl, why the skills cant go on? New lvl, more skills and so on... From the bright side, we would have a purpse for staying on the same character, making him more and more skilledm fanous and maby creating a legend of him as the time goes by. From the dark side we would have a battle chars with 300% skills in sg/bg/ew/meele/unarmed/throwning/sneak/steal or just uber crafter that would be able to craft anything and do a trading duty.
Looking forward, thanks to such character, there would be less accounts, and bans will hurt much more becouse of the time that user must have spended on this "main" character.
Playing a skilled character i was able to get 2x skills on 200% with 21 lvls [they were my tagged ones] so to get some other skills on 200% i would need at last another 20 lvls [my calculations might be wrong but it would be at last 10 lvls]. So the option of master [300%] skills would be achivedable only for determined players.
All of us know that guys who want to have alts, will have alts. That would be only an "other" way, and since there are [or better say might be] a change due crafting system... it might be worthy to give a chance to this idea.
Thats all, waiting for your "i like it" or "i think its a shitty idea". ;]
There have already been tons of topics about alting problem and still no satisfying solution was found. Fighting with people making alts seems pointless - as long as it is profitable, people will always do it and mass banning does not help. As it appears to have been clearly obvious so far is that the only reasonable solution for this issue is to remove the reason that people create alts. The main reason is to max out combat capabilities of a main character which is pretty unfair and literally forces everyone else to do the same in order to hold any chances in PvP. Having to switch from alt to alt every 10 min is annoying, but if you want to take part in PvP it's necessarry. On the other hand, choosing to play as a fighter/crafter hybrid is very comfortable and fun at the beginning but it's also saying bye-bye to PvP.
The solution that may do the job is to
make it worth to have crafter professions in combat. This can be achieved by extra combat bonuses for every level of profession that would be added along with additional crafting options. These bonuses should be big enough to provide a substantial impact on a characters combat capabilities.
However, as it was already pointed out: adding f.e. + 1 to AG for a level of gunsmith would rather make a player substract that 1 point from AG at the character creation screen and still plan a powerbuild. Another thing is that a beginner guy with AG 10 would be obviously pissed off when he finds out that there is a way to increase that stat later in game.
So, the conditions for such bonuses are following:
- They should not interfere with a character creation
- They must always be useful for a certain type of character, no matter the specification of a build
So - simple stat/skill boosts are something that should be avoided. The below should be treated as an example.
Proffesion: Small Gunslevel I - +5 to a critical roll when using SG
- +20% repair bonus for maintaining SG
level II - All the bonusses from SG lvl 1 and additionally:
- +5 to a critical roll when using SG
- +30% repair bonus for maintaining SG
- chance of a criticall miss for SG reduced by halflevel III - All the bonusses from SG lvl 2 and additionally:
- +10 to a critical roll when using SG (20 in total)
- +50% repair bonus for maintaining SG
- no critical misses when firing SG
- SG don't deteriorate
Proffesion: Big Gunslevel I - +5% to AP regeneration rate when holding a BG
- +20% repair bonus for maintaining BG level II - All the bonusses from BG lvl 1 and additionally:
- +10% to AP regeneration rate when holding a BG
- +30% repair bonus for maintaining BG
- chance of a criticall miss for BG reduced by halflevel III - All the bonusses from BG lvl 2 and additionally:
- +15% to AP regeneration rate when holding a BG (+30% in total)
- +50% repair bonus for maintaining BG
- no critical misses misses when firing BG
- BG don't deteriorateProffesion: Energy Gunslevel I - +5% chance of blinding a target, no matter if a critical hit was scored or not
- +20% repair bonus for maintaining EG level II - All the bonusses from EG lvl 1 and additionally:
- +5% chance of blinding a target, no matter if a critical hit was scored or not
- +30% repair bonus for maintaining EG
- chance of a criticall miss for EG reduced by halflevel III - All the bonusses from EG lvl 2 and additionally:
- +10% chance of blinding a target, no matter if a critical hit was scored or not (20% in total)
- having at least 10 rounds in a magazine, you get an 'overcharge' option which deals dmg x 2 and consumes 10 rounds per shot
- +50% repair bonus for maintaining EG
- no critical misses when firing EG
- EG don't deteriorateProffesion: Armorerlevel I - +5 to armor class
- +20% repair bonus for maintaining armor level II - All the bonusses from Armorer lvl 1 and additionally:
- +5 to armor class
- +30% repair bonus for maintaining armor
- chance of armor bypass reduced by halflevel III - All the bonusses from Armorer lvl 2 and additionally:
- +5 to armor class
- +50% repair bonus for maintaining armor
- no armor bypasses
- armor doesn't deteriorateProffesion: Doctorlevel I - +1 to healing rate
- +20% more hp healed when using FA level II - All the bonusses from Doctor lvl 1 and additionally:
- +1 to healing rate
- +30% more hp healed when using FA
- can remove a cooldown from FA by using a doctor skill level III - All the bonusses from Doctor lvl 2 and additionally:
- +1 to healing rate
- +50% more hp healed when using FA
- no weakened state after death
- using a doctor skill adds from 5 to 15 hp + reduces radiation&poison level a littleProffesion: Demolition expert:level I - +5% to fire resistance
- +5% to explosives resistance level II - +5% to fire resistance
- +5% to explosives resistance
- people that have explosives in their inventory are marked with an 'dynamite icon' over their heads for youlevel III - +5% to fire resistance
- +5% to explosives resistance
- +1 hex to a splash damage range when using explosivesIf implemented properly, it should encourage players to create well rounded, more universal builds that would take advantage over the nowadays pure PvP monkeys. As playing a fighter/crafter hybrid is much more enjoyable than switching between alts for every single activity, that should, in effect - make the game more enjoyable for everyone.
I have created a poll, so the general response is better visible. Comments appreciated.