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Author Topic: About alts and lvl cap  (Read 1655 times)

DocAN.

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About alts and lvl cap
« on: May 21, 2011, 05:15:23 pm »

As far as i know after wipe there will be lvl cap at lvl 24. We will aslo have some none combat (back up) perks available every 4 lvls.
My idea is simple:
When player hit to lvl 24 his Skill Points, Hit Points and Combat perks will be frozen.
Player will still gain exp as it is now and he would have access to none combat perks every 4 lvls.
I think this will reduced number of alts.
It wont make any advantege in pvp or pve fights an it could force/convince people to use 1 alt only.

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Perteks

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Re: About alts and lvl cap
« Reply #1 on: May 21, 2011, 05:17:26 pm »

Hmm but possible those noncombat perks will need specific status requirements then its half of advantage versus alting, but overall its very good idea
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DocAN.

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Re: About alts and lvl cap
« Reply #2 on: May 21, 2011, 05:30:20 pm »

There is 50 back-up pekrs available. Untill lvl 24 player will take 6 from the list below.
When he reaches lvl 24 he will still have 44 perks available but the limit of lvls(99) will alow him to take only 18 perks.
This mean that there wont be similar alts with same perks taken and players will stll have an option to choose what alt they would like to play.

List of none combat perks:

Swift Learner 4 IN 4 +5% to every XP gain 3
Educated 6 IN 6 +2 skill points when you gain a level 3
Karma Beacon 9 CH 6 Karma * 2 for NPC reactions and modifiers 1
Light Step 8 AG 5, LK 5 Less chance to set off a trap 1
Magnetic Personality 8 None 1 extra slot in companion limit 1

Resistance
Faster Healing 4 En 4 Gives +3 En for Healing Rate 3
Rad Resistance 8 En 6 Gives +X% to Radiation Resistance and Poison 2
Snakeater 12 En 8 Gives +X% to Radiation Resistance and Poison 2

Barter
Negotiator 4 Ch 4 Gives 30 skill points to Barter 1
Salesman 8 Ch 5, Barter 50% Gives 60 skill points to Barter 1
12 Ch 6, Barter 125% 1

Speech
Speaker 4 Ch 4 Gives 30 skill points to Speech 1
8 Ch 5, Speech 50% Gives 60 skill points to Speech 1
Sex Appeal 12 Ch 6, Speech 125% 1

Thief
Thief 4 Ag 6 Gives 30 skill points to Steal 1
Harmless 6 Steal 50% +40% to Steal 1
Master Thief 8 Ag 7, Steal 50% Gives 60 skill points to Steal 1
Pickpocket 12 Ag 8, 125% Steal Halve size and facing modifiers when stealing 1

Outdoors
Cautious Nature 3 PE 6 3 to PE when determining placement in encounters 1
Scout 3 PE 7 1 to view range on World map 1
Survivalist 4 En 4 Gives +30 skill points to Outdoorsman, +1 to view range on World map 1
Ranger 8 En 5, Outdoors 50% Gives +60 skill points to Outdoorsman, doubles PE when determining placement in encounters 1
Pathfinder 12 En 6, Outdoors 125% Travel speed increased by 25% 1
Explorer 9 None Higher chance to find special encounters 1

Carry
Quick Pockets 4 None Inventory actions cost 2x less AP 1
Strong Back 8 None +22 kg to Carry weight 1
Pack Rat 12 None +22 kg to Carry weight 1

Repair
4 Int 4 Gives +30 skill points to Repair
8 Int 5, Repair 50% Gives +60 skill points to Repair
Mr. Fixit 12 Int 6, Repair 125% Some Bonus to repairing

Science
4 Int 4 Gives +30 skill points to Science
8 Int 5, Science 50% Gives +60 skill points to Science
12 Int 6, Science 125% Some bonus to dismantling

Traps
4 Pe 4 Gives +30 skill points to Traps 1
8 Pe 5, Traps 50% Gives +60 skill points to Traps 1
Demolition Expert 12 Pe 6, Traps 125% Extra damage and no failures with explosives 1

Lockpicking
4 Ag 6, Lockpick 125% Gives +30 skill points to Traps
8 Ag 7, Lockpick 50% Gives +60 skill points to Traps
12 Ag 8, Lockpick 125% Gain extra items from lockers in Encounters

Gambling
Gambler 4 Lu 4 Gives +30 skill points to Gambling 1
8 Lu 5, Gambling 50% Gives +60 skill points to Gambling 1
12 Lu 6, Gambling 125%
« Last Edit: May 21, 2011, 05:32:51 pm by DocAN. »
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avv

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Re: About alts and lvl cap
« Reply #3 on: May 21, 2011, 05:42:52 pm »

It'd be cool and wouldn't hurt at all honestly, since it's always bypassed with alts anyway. It's the combat skills that matter but if they are frozen, it's fine.

What sucks is that people would then spend their time powerlevelling = killing for example floaters or whatever encounters that give most exp.
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Signorini

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Re: About alts and lvl cap
« Reply #4 on: May 21, 2011, 05:54:05 pm »

we will can do a crafter/taxi/slaver our doctor in a good combat char, nice idea.
What combat-perks you are thing, and put lifegiver in resistence perks.
« Last Edit: May 21, 2011, 06:19:01 pm by Signorini »
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vedaras

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Re: About alts and lvl cap
« Reply #5 on: May 21, 2011, 07:26:13 pm »

i dont know, its a bit tricky. Since sneaker passes steal checks when looting from ground, people need repairs when their weapon and armor break in town fights, i think this would bring free many advantages in battle also.

Surf

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Re: About alts and lvl cap
« Reply #6 on: May 21, 2011, 08:22:44 pm »

Those perks are supposed to be given away through quests, not powerlevelling.

Michaelh139

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Re: About alts and lvl cap
« Reply #7 on: May 21, 2011, 08:30:14 pm »

I suppose we're going the way of the world of RuneScape :P.

Ah well, in this situation and theme it won't be nearly as boring, so quests for extra perks (These non-combat ones) would be very nice.  It could either be where you do quests and you get a special kind of EXP that is (Quest Exp) that allows you to purchase These Perks for a specific sum.  Some will be worth more than others simply by how useful they are situationally.

And this is a good way to make playing single characters very well.

I approve.
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DocAN.

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Re: About alts and lvl cap
« Reply #8 on: May 22, 2011, 05:58:50 am »

I hope that my idea will be implemented. I think it is good way in a  war with proxy alts.
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Re: About alts and lvl cap
« Reply #9 on: May 22, 2011, 09:17:07 am »

Personally I have alts because I reach lvl21 and at that stage I only use that char for small time stuff I mainly play with the new char. About proxy alts the best way would be simple delete the char that was used remove all stuff that was in the possession of that char (tents, cars mercs all the stuff). To remove merc alts for the bases would be a good solution to make base able to have guards who are bought like normal mercenaries then taken to the base and told that "from now on this is your work place" and since that time the mercenary gets the following response when looked at "You see Name one of the base guards". They would be a bit like the milita except they wont have so much hp and unlimited ammo and they won't be removable from the base and if attacked they all get hostile toward that player for 2-3 real day (milita should do the same no matter who shots attack them)
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