Other > Suggestions
Buff FA
Johnnybravo:
Best way as the max profit from single thing, if not obvious. And unfortunately, requirements add no play value.
It's no different than quest being available for all, just more annoying.
The value would be there if the quest for example had multiple ways to be completed, and using science was one of those.
T-888:
--- Quote from: Johnnybravo on October 19, 2012, 03:24:46 pm ---Best way as the max profit from single thing, if not obvious. And unfortunately, requirements add no play value.
The value would be there if the quest for example had multiple ways to be completed, and using science was one of those.
--- End quote ---
Requirements add play value as you do profit more if the skill is commonly needed, not just optional and you simply get more out of it by having the certain skill. What you are pointing to, is just simple quest quality, diversity, complexity, call it what you want, that of course ultimately adds more play value as there are more options (if quest has high play value, you get more joy, fun out of it), in that case quest itself brings more to the game, but having those options will not add extra weight on a certain skill - it'll not introduce new mechanics and new something for the skill at all, it will be just as profitable as before. It's still one requirement for science, repair etc. etc. per quest even if it's possible to complete to complete it in many ways.
I'm talking about science, repair in general, what is possible with those particular skills, what game mechanics are tied to them, what you get out of them by having them, the more ways how the skills can be used are added to the game, the more play value comes along with it, as previously explained requirements and necessity also does the trick in a way, maybe not as someone wish to since that is partially a matter of opinion, consensus might be split on whether those skills have their "right amount" of purpose and part in this game at all.
--- Quote from: Johnnybravo on October 19, 2012, 03:24:46 pm ---It's no different than quest being available for all, just more annoying.
--- End quote ---
Here's the thing, i just simply disagree.
For example, force fields in Ares and Sierra Army Depot are a new mechanic as you need to bypass them to continue on with the dungeon, the skill has one more usage and it adds play value, but then again since it's not possible to continue on without repair or science, those are the same requirements as in quests, you just experience the requirement differently.
Tell me is it annoying to need science or repair for you to be able to craft an item?
Everything Avv suggested can be done without merging skills, now tell me why the hell someone needs to merge them? What is this, blindly following some trend?
Roachor:
The game would be better if skills capped at 200% instead of 300%. Take sneak for example, at 300% people can still potentially see you at 20 hex. You can't even get one combat skill to 180 and 300 sneak with maximum possible int or sacrificing 2 perks. There just isn't enough sp. Hell even combat skills requiring 180% for the right perks is a waste, my char could have 95% chance to hit with 100% skill but I have to waste another 80% just to get min req for perks.
Wiktor_pl:
Someone said about merging FA/Doc and Rep/Sci. Its bad imho, but what do you think about making SP put into FA or DOC have an impact on the other skill? Like 2SP spent on Doc gives 1SP on FA or something like that. Its like, you're a doctor so you know how to do first aid, but you're still specialist from healing cripples/weaknesses etc. so you're not THAT effective. Same thing with REP/SCI. You know how things are build - you must know a bit of science, and other way - but if you're only experimental engineer or theoretical engineer you will be not as good as someone specialised in "opposite" field.
I dont know if ratio 2:1 is ok, its just example, idea is important.
Oh, and about Cooldown of FA and DOC - removing it will give you almost unlimited source of exp, it has to be fixed some way (like for ex. some % chance to heal with gaining exp that gives you some CD, otherwise you dont get exp neither CD, or maybe ability to choose "quick fix" or "wise healing":D. first one gives no exp, no CD, less HP, other gives CD but exp and more HP (but dunno how to make it, maybe some kind of hotkeys?))
Roachor:
It's pretty stupid that you can be a doctor and not know how to do first aid. Surgery is fine but stitches is impossible?
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