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Author Topic: Reworking the "Gifted" trait.  (Read 2447 times)

Reworking the "Gifted" trait.
« on: July 18, 2011, 06:58:59 am »

This suggestion is fairly simple, and i feel could balance out making pure combat alts which only serve to kill things with multi use builds.

The reworked trait would be renamed to "Rabid Beast", and apply the same skill point limitations as before, but this time whenever an NPC or player enters the field of view of a rabid character, the character has a 5% chance of automaticly attacking them with the currently equipped weapon, and there is a 25% chance of an automatic attack if an item, or skill, such as FA or a stim are using on the character.

This would be balanced however, as the character would likely go crazy in almost any town, and would have to be a short ranged character just as a melee to be used with out the risk of randomly attacking a NPC or player in any town.

-Ulrek-
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wreese2u

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Re: Reworking the "Gifted" trait.
« Reply #1 on: July 18, 2011, 07:01:26 am »

Sounds fun.
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Re: Reworking the "Gifted" trait.
« Reply #2 on: July 18, 2011, 01:16:55 pm »

I sure wouldn't take the trait lol i want my good natured or small frame or better both.
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Eternauta

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Re: Reworking the "Gifted" trait.
« Reply #3 on: July 18, 2011, 07:51:02 pm »

I don't think anyone would want something like that. The "skill points limitation" is already a good reason not to take it.
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Sarakin

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Re: Reworking the "Gifted" trait.
« Reply #4 on: July 18, 2011, 11:24:40 pm »

So youre proposing a huge boost for melee characters, but unplayable trait for ranged ones ?
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Re: Reworking the "Gifted" trait.
« Reply #5 on: July 18, 2011, 11:29:35 pm »

It's not "unplayable", you just have to keep your character from attacking stuff, mostly by moving around, but if you sit some place you're dangerous to every thing entering the area.

And as for the skill points thing, you're getting so many free special points, you could over come that by taking a perk or more INT, if you need more skill points, you're just more animal like, and unable to learn as easily.

-Ulrek-
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Sheisserick

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Re: Reworking the "Gifted" trait.
« Reply #6 on: July 18, 2011, 11:52:07 pm »

It really doesnt sound like a human trait.

If deathclaws get implemented as a class in the next age, it would fit better.. Though I think it would ruin balance, and create imba psychotic HtH fighters.

It's not "unplayable", you just have to keep your character from attacking stuff
heh, imagine walking through NCR with a gun in your hand... someone stops you, and your 5% Rabid impulses, instantly shoot 3 people. Unplayable for ranged indeed!
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jonny rust

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Re: Reworking the "Gifted" trait.
« Reply #7 on: July 19, 2011, 02:21:44 am »

it sounds like you want to make the perfect ambush alt...

I don't see any other practical use for this;

You could never be in team PvP because you're liable to kill your on team, at least I personally wouldn't man a rabid guy watching my flank

you would hardly ever be able to take your character into town which means he is probably an alt to a primary character (so it encourages alting which in my opinion is bad)

you could single player PvP really well but that would then encourage every other loner to make a rabid killing machine

and apart from from having bad rep with a bunch of towns (which probably doesnt bother your for the reasons stated above) you are the most unbalanced guy in the waste.

nah
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Re: Reworking the "Gifted" trait.
« Reply #8 on: July 19, 2011, 02:56:12 am »

I think it would make a better status effect than a trait.
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jonny rust

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Re: Reworking the "Gifted" trait.
« Reply #9 on: July 19, 2011, 02:59:56 am »

I think it would make a better status effect than a trait.

the special points would far outweigh the status effect, maybe your killing status?
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spike allen

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Re: Reworking the "Gifted" trait.
« Reply #10 on: July 19, 2011, 03:25:22 am »

Probablly this idea would be abused be holding the weapon in other hand:D and switching only for combat
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jonny rust

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Re: Reworking the "Gifted" trait.
« Reply #11 on: July 19, 2011, 03:59:07 am »

Probablly this idea would be abused be holding the weapon in other hand:D and switching only for combat

yea, just dont carry guns in town, problem solved
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Re: Reworking the "Gifted" trait.
« Reply #12 on: July 19, 2011, 05:05:45 am »

Maybe better make it:
dumb rabid
"can't run from map while any enemy is on the map"
"can't run from wasteland map if any character is on the map"
"can't have followers" (but can follow)
got 5% chance save AP when attackin (or 5% of double attack with same weapon)
got 5% chance to resist all dmg from attack (evasion)
got 5% chance that FA skill will dmg him with 50% of "heal points"
+2PE when determing range of view
« Last Edit: July 19, 2011, 05:16:25 am by ASDu »
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Re: Reworking the "Gifted" trait.
« Reply #13 on: July 19, 2011, 08:45:14 am »

yea, just dont carry guns in town, problem solved

That means you'll get raped by thieves if you try to trade very easily, since if you pull your gun out to shoot thieves, you might shoot someone else to.

-Ulrek-
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Lexx

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Re: Reworking the "Gifted" trait.
« Reply #14 on: July 19, 2011, 10:34:02 am »

Best rework for gifted trait is to keep it out of the game.
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