Other > Winter 2011/2012
Support perks
The DUDE:
gambling skill could have a perk that was luck based maybe.
The Gambler= A perk to give a 50% chance to add + or _ % to crit chance/table. Kind of like jinx affect only it can be positive or negative skill effect.
speech/charisma could grant some perk that gives a TEAM bonus
Team Player= +% to hit/ac/DR. % could be affected by amount of skill points/charisma
LagMaster:
Leader
100 speech
you know how to lead a team, you gain +5% movement on WM and everyone who tags you and that is in your sight gain a +10% hit chance and a +10 AC.
Weapon Breaker
req: lockpick 100
you know how to lock and unlock locks and weapons, giving you a chance to distroy weapons if you do an aimed shot in hands
Undying rage
req: speech 150, ODM 100
You are a tireless speecher.If you shout out loud RAAAA you gain 2 seconds for all fatal hits to leave you with 1 HP
Sarakin:
Avv is totally right in this and what we can do is either:
a) Do what avv has suggested - would be very time consuming, but adds more variety and fixes the problem
b) Every X levels, every char can take one-time quest that raises his non.combat skills, f.e. at lvl 12, you can pick 50 to lockpick or science or repair and so on and then at 21, you can choose another X support perk that boots your non-combat skills more - easy to implement
c) Leave it as it is - no change in char usage at all, fighters will be fighters, crafters will be crafters
Lordus:
--- Quote from: avv on November 10, 2011, 06:15:42 pm ---In addition, now that ac can be really high it might be that we end up in a situation where players put absolutely all skillpoints into weaponskill to maximize the hitchance. In tc many fights are fought over maxrange so high AC will have an impact.
--- End quote ---
AC will affect only running players. It will not be ultimate defense ability, so majority of PvP players will dont need to invest many skillpoint into combat skills.
Avv suggested perks that dont make any sense in real life comparsion.
How ability, that allows you to find best patch, recognize footprint of critters, can give you better chance to spot enemy few meters near you? How even intelligent human can reduce effect of drug? Also balistic expert. If you learn how to use rifle, that knowledge is expressed in small gun skill. If i will try to make new perks using your aproach, i can imagine "More critical perk" related to gambling.. etc. Also possibility to reload energy weapons will need 200 skill in science.. because manipulation with radioactive material is VERY dangerous.
----------------
I think that there is a way how to solve this problem.
1) Implement skill points books, that will allow you permanently raise skills to level 100 (?). Make of that semi accessible goods. (Source: caves, chests, caravan traders,..). So you can raise your combat skills and separately your non combat skills.
=> PvP players, that needs quickly PvP char will always create both, PvP and crafter, trader. But after they would collect enough books, they can invest them to their PvP chars and their need of using crafters will gone.
=> no pvp players will find value of books too :)
2) problem with charisma. Every pvp char (except merc leaders) will create CH 1 builds. So again. One char for pvp, another for craf/trade/quests.
So solution: add semi and rare items: cloth (leather jacket), eyeglasses, even weapons (Little Jesus Knife, Dog Gizmo pistol), jewels, that will add charisma to its holder.
So pvp players would first create their own powerbuild, then they will try to get additional perks. To get them, they will need charisma.. To get charisma, they will need special items. So they will also be able to get those secondary perks.
In comparsion with non PvP players, their patch for quests will be more risky, because they can lost their items, and vice versa, non pvp builds will have this patch quicker, but that will solve that problem.
Solar:
I think we will try it out first. I think you should be able to get quite a few with even limited investment in secondary skills (especially when tagged).
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version