Other > Winter 2011/2012
Loner trait
JovankaB:
--- Quote ---traits general:
- cant join gang
- cant have more than 1 slave
traits in party:
--- End quote ---
If you want prevent alting with more powerful loner, you CAN'T allow the loner to travel in party.
Because it would mean loner can assist other alts in 100% safe locations.
Rule "tagging has no effect" is simple and takes care of most team features (sneaking among friends/traveling with taxi/joining gang/sharing locations). There is still a little problem with radio and especially with car locations, that maybe would have to be dealt somehow separately.
I also think instead of creating complicated bonuses just increasing level cap is better, because it gives more freedom about the build. Why loner has to be jack of ALL trades? Loner still can try to get help in towns, from other people or NPCs. 3 extra levels maybe is too much, but maybe if HP didn't increase after 24 level, it wouldn't be imba in PvP and wouldn't be abused for gang PvP alt purposes.
baaelSiljan:
ok simplier:
Loner in party means party gets in trouble. Loner in party means loner gets in trouble.
Loner can't join gang. Loner is trait for people who won't to join anyone, who just play for fun lonely, like me.
Loner is one who do everything himself, sometimes trade. He will escape from fight. And may be good in 1vs1 but 1vsMany isn't for him.
So such trait shouldn't be nice for alts (it may also level slower than faster - like Eli who traveled 30 years), but have to give much fun for players who are outside of gangs wars. Who sometimes come to hub or ncr for a drink, barter, speak about rumors, who is valuable as crafter but is not crafting machine for gang.
And party get big cons when travelling with loner - if You don't allow him traveling in party big part of game lost its sense. When loner joins party it take more charisma, so party will not be big, and even it needs more cha to invite loner into party.
Hey, but this is only my own vision :) I dont have enough knowledge about mechanics, also it need to be tested if it works.
Solar:
I think some ideas are a little bit ambitious ;)
Having acess to another top level perk is a big bonus, I dont think thats right. Something like a free low level perk, free 20% on selected skills starting levels, a free dog follower with high outdoors - these things are more reaslistic.
Slight boosts that will help a loner get up and running.
JovankaB:
Well, if it's about easier start, call the perk "Noober" :P Experienced players don't need it, definitely it's not worth any malus for them.
But I think it would be a good idea, to add a trait that would make life easier for newbies.
In that case I think things that are real pain for noobs should be studied and considered, not things that "sound cool" (like the dog, sorry).
Something that makes you stronger/more immune on low levels but slightly weaker (by a tiny fracion, just enough to scare away power players/alters) on high level.
Bonus example: until level 9 you respawn with the items you had when you died (to prevent this to be looter trait the chance to get item on respawn should depend on how strong the item is, BA,plasma rifle = 0% chance, 10mm pistol = 100%, quest items = 100% )
Malus: no idea, something small that kicks in over level 15, preferably malus for PvP
Or maybe the dog could bring your items to you after death :)
Savager:
I like solar idea. If the dog is better than the commons, and the posibility of level up. Because if haves like 40 hp and die from 2 mantis, whould suck BAD. Like in max level being same power than a baby deathclaw whould be good.
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