Other > Winter 2011/2012
Loner trait
baaelSiljan:
No matter how big are benefits, loner should be hard enough to prevent using it as alts, but good enough to play them as main char.
my points in summary
- hard to use as alt
- usable and quite big bonus for lonely play (every hour of play daily +bonus, but max is X hours only to get profits, and starts after Y hours)
- safe places where only loners may rent a cheap room (cafe of broken dreams map)
- ingame time based leveling
- no parties and gangs
- dog respawn with You
- de-rusted items, usable only for loners (normal detoration), when used by other very fast detoration, fixable only by loners, and price when selling derusted item should be very low, cause it brokes to often for normal people
- bigger carry weight (may be based on ingame time too)
- no access to bases
- no more than neutral karma (some max value reachable for loner only not to be hated)
- speech skill max 100%
- low charisma
- not allowed: Gain Charisma, Magnetic Personality, Negotiator, Gambler, Karma Beacon,
- bonus: Survivalist, Mr. Fixit, Pathfinder, Cautious Nature, Earlier Sequence, Faster Healing, Awareness, Explorer
- worst (maybe available on much higher levels): Strong Back, Thief, Pyromaniac, Master Thief, Lifegiver, Medic, Dodger, Bonus HtH Damage, Action Boy etc
- bonus for PvE, lower damage in PvP
You are forgetting that loner character is for those "fantasy" role players.
ingame time based leveling explained:
JovankaB:
--- Quote from: avv on December 23, 2011, 01:25:14 pm ---And even if the benefit is something that would only help solo char player it would fail as feature because the mechanics still encourage alting in general. Features must be designed so that they match the actual gameplay, not so that they match some fantasy non-existing gameplay that we'd wish to have (Mad Max wannabes).
--- End quote ---
There are Mad Max wannabes in this game, it would match their gameplay.
You probably don't see them, because most of them don't take part in mumbel-enabled gang PvP.
Base is a convenience because of workbench and enemy list, but not necessary.
Not having a base is not a huge trade-off for real loner chars who don't poweruse alts like you (*cough*).
I understand you don't like the idea, it would exclude you from this trait, because you are a big alter. ;)
But your post gives me a hint for alters it would be too big inconvenience using it, which is good.
^
Of course I just used circumstantial ad hominem attack, which pretty much makes my post worthless.
Damn Christmas season, it triggered my honesty!
I guess my argument is that this trait, if properly balanced bonus and malus, wouldn't encourage alting.
Solar:
A lot of these ideas are again going past what the trait is aiming for.
I don't want to doom people to what is essentially a single player out of towns.
I want to stop them using mercs (and joining gangs would be good too) and leading others around.
To trade off against this I want to make it easier for them to be self sufficient.
I think unable to be tagged, get mercs and join gangs vs +20% or so to science, repair, barter and an always respawning dog with 100% outdoors is somewhere in the right ballpark
greece crisis:
--- Quote from: Lizard on December 22, 2011, 10:26:13 am ---
Also, i call bullshit on this:
--- End quote ---
bullshit...well mr smart ass there is a lot of solo players who dont have any gang and they should have some chance against non experience pvp group
pistacja:
I don't get it.
Why try to reinvent the wheel?
+Loner gets +10% to all rolls (skills, chance to hit, chance to crit, crit table, everything) when he/she/it is alone (as in alone on the map without any players, slaves, mercs, friendly or neutral npcs or within xyz hex - whatever is easer to implement).
-Loner gets -10% to all rolls when he/she/it is not alone.
Trait should stick to game mechanics and "unable to be tagged" seams something like "unable to right-click" or "unable to zoomout" or "can't use the letter P", that's silly.
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