Other > Suggestions
Slavery
plenty:
Is there a point talking to you? Tied, chained, roped? Uprise?
Balance has nothing to do with it. If you where such a balance defender, you would ask for correction on other aspects of the game - like realtime combat mode that ignores agility for example. IMO you have made a char with 120 speech and now you're trying to get some use for it.
Quests and convincing people should be bonded, not slavery. That would bring some balance. Convince somebody to teach you a profession, or bribe him high, for example.
I won't answer to your posts anymore - no point. If you don't care about logic, what is the bloody point of discussion with you than?
Frozen Mind:
No. I don't have character with any skill point added to the speech. I just want to warn all of you about a POWER BUILDS who can be more powered with additional bots controlled in a war? Or make more usage of traps skill to make more bombers builds using a child with bomb? Just screw Frozen the slaver. Think what this changes would bring in the wasteland!
Now there are only two disadvantages:
- charisma needed - it blocks typical power builds from building a army of bots used in PvP (PK highlighted). So that players need to make "alts" what makes they don't fight with slaves power. Otherwise they just can buy a mercenary;
- reputation loose - some factions want to take you down, but it's not much difficult.
In my model it would add a new requirement. But the speech could be really lowed than I wrote it in a first time to make easier to pick a slaver profession without planing.
And like previously... First game balance, then real logic. Don't turn it into flame.
Wallace:
"First game balance, then real logic."
Then its better to make something totally stupid, unreal and illogical just for sake of balancing the game? Or what?
plenty:
You have edited the post. Previously you have been suggesting that speech is naturally attached to convincing slaves into submission, rather than terrorizing them. Totally absurd.
Yes, speech requirement to get a professions is a good idea, also a good way of balancing, but totally different than one suggested by you before.
Having such requirements (high speech to convince slavers leader to honor you with guilds membership), you couldn't create a power build AND be a slaver with army of drones (don't use word "bot" for slaves, thats something quite different).
I'm not starting any flame war, just opposing absurds.
The idea you derived from my suggestion (few posts above) would indeed balance the game, and wouldn't be as awkward as your original. So now I can say I agree - to some point.
Add the requirement for shackles, cages, collars, cuffs etc (you would need lock-picking, some science or simply cash to buy them), outdoorsman skill requirement to herd them safely trough wasteland (failed test - you lost a slave, either he managed to run away, or died)... Than calculate all to make sure, that creation of a playable slave is possible, yet it couldn't be a power build at the same time.
Logic + balance.
Hope you agree.
Frozen Mind:
Fail test - sounds good.
I think lockpick skill shouldn't be needed to gain a profession only, but to craft slavers item. I think the only item would be handcuff. And it's needed to enslave "harder" NPC such as Rogues. Somehow I don't like the collar idea ;) .
And in that test would calculate with parameters like:
1. Do you have handcuffs?
2. What is your speech skill?
3? Outdoor.?
The test has something random or it's constant (for each type of NPC)?
Edit: I'm still waiting for devs response about system improvements we're discussing here.
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