Other > Suggestions
Cooperation. Also - lamp.
Izual:
About first post - second part - you're suggesting something like background, like in Arcanum : OSAMO ? If yes, then I'm against it. I instead vote for having better (more pros, more cons) and numerous traits available.
Nyan:
No Izual sweetie, backgrounds in Arcanum were very similar to traits. What I mean is more like races or origins from polish pnp rpg Neuroshima, which is a fallout clone btw. Each person could be a sniper, a doctor or a hooker, the character creation was open just like here. But choosing certain origins gave you special abilities connected with the place e.g. living near the toxic Mississippi river gave your character total resistance to all the harmful chemical substances it was called 'acid in veins, chlorine in lungs'. Now back to the subject. The system is too open right now what leads to power builds, exploits etc. Now origins will give certain limits and buffs for their kin - it's not something like perks so +2 STR -2 action points. Example:
Tribal - you are a member of one of the post-ap tribes, it's not strictly profession because there are many needs and roles in the tribe itself, there are warriors, there are shamans, there are breeders and gatherers. So you are free to create any build you want. But.
Spawn location: Arroyo or Primitive tribe
Tribal abilities:
- Man of the desert - your natural AC is doubled, your sequence is doubled.
- Reptile skinning
- Fur animal skinning
- Master of the hunt - kwnos how to obtain meat and other ingredients from animals and beasts
- Basic cooking (some recepies in fixboy)
- Spiritual ban - you cannot wear armors other than those made of leather/fur, you cannot use any sort of guns.
Possible perks that at some levels are only available for tribals:
- Gatherer - You obtain two times more plants, fruits etc from natural resources, it is also more probable that you will find them while wandering
- Spearomancer - while using your spear or sharpened spear you have a higher chance for a critical hit, your spear hits deal two times the normal damage
- Shaman - You know the ways of the spirits and are able to create powerful liquids and powders
- Golem - you are allowed to wear metal armors
- Nature call (3) - you are able to tame (1) dogs, wolves, rats, molerats (2) scorpions, geckos, (3) deathclaws
Those perks can be also obtained via quests so that they don't take normal slots. Some normal perks may be prohibited for tribals. I just wrote few examples here do you know what does it mean. Each origin would have their own unique perks and abilities, some will affect skills so you can nerf them badly.
Imagine only vault dwellers (13, 15, VC) who had all the technology and support can use first aid/doctor the way it looks now. BAM! Party medics. They would be scientists though - only guns and smaller amount of normal combat perks. The crit snipers couldn't heal themselves during battles alone, more teamplay etc. Only the street orphans from Den/Hub could steal and sneak so efficiently, no armors though, maybe some disguise skills? Trappers from Klamath - masters of outdoors and survival etc etc Just think about it! Don't lynch me silly powergamers.
RavenousRat:
--- Quote from: Nyan on August 13, 2010, 03:32:55 pm ---No Izual sweetie, backgrounds in Arcanum were very similar to traits. What I mean is more like races or origins from polish pnp rpg Neuroshima, which is a fallout clone btw. Each person could be a sniper, a doctor or a hooker, the character creation was open just like here. But choosing certain origins gave you special abilities connected with the place e.g. living near the toxic Mississippi river gave your character total resistance to all the harmful chemical substances it was called 'acid in veins, chlorine in lungs'. Now back to the subject. The system is too open right now what leads to power builds, exploits etc. Now origins will give certain limits and buffs for their kin - it's not something like perks so +2 STR -2 action points. Example:
Tribal - you are a member of one of the post-ap tribes, it's not strictly profession because there are many needs and roles in the tribe itself, there are warriors, there are shamans, there are breeders and gatherers. So you are free to create any build you want. But.
Spawn location: Arroyo or Primitive tribe
Tribal abilities:
- Man of the desert - your natural AC is doubled, your sequence is doubled.
- Reptile skinning
- Fur animal skinning
- Master of the hunt - kwnos how to obtain meat and other ingredients from animals and beasts
- Basic cooking (some recepies in fixboy)
- Spiritual ban - you cannot wear armors other than those made of leather/fur, you cannot use any sort of guns.
Possible perks that at some levels are only available for tribals:
- Gatherer - You obtain two times more plants, fruits etc from natural resources, it is also more probable that you will find them while wandering
- Spearomancer - while using your spear or sharpened spear you have a higher chance for a critical hit, your spear hits deal two times the normal damage
- Shaman - You know the ways of the spirits and are able to create powerful liquids and powders
- Golem - you are allowed to wear metal armors
- Nature call (3) - you are able to tame (1) dogs, wolves, rats, molerats (2) scorpions, geckos, (3) deathclaws
Those perks can be also obtained via quests so that they don't take normal slots. Some normal perks may be prohibited for tribals. I just wrote few examples here do you know what does it mean. Each origin would have their own unique perks and abilities, some will affect skills so you can nerf them badly.
Imagine only vault dwellers (13, 15, VC) who had all the technology and support can use first aid/doctor the way it looks now. BAM! Party medics. They would be scientists though - only guns and smaller amount of normal combat perks. The crit snipers couldn't heal themselves during battles alone, more teamplay etc. Only the street orphans from Den/Hub could steal and sneak so efficiently, no armors though, maybe some disguise skills? Trappers from Klamath - masters of outdoors and survival etc etc Just think about it! Don't lynch me silly powergamers.
--- End quote ---
But you said at first post:
--- Quote from: Nyan on August 12, 2010, 09:40:31 pm ---.. oh wait alts.
--- End quote ---
You ruined your own suggestion at the first post.
Tribals good at gathering? Ok, all tribals you see in game are miners/root-gatherers alts.
Someone good in crafting? Ok, all these technomancers (whatever they called) are crafters alts.
Someone good fighters? Like Raiders or BoS/Enclave something. Every powerbuild will have this background.
Nyan:
Oh look, a 12 years old.
Alters gonna alt mate, you won't change it. This thing I posted me here is against power builds and is somehow rp-friendly. Don't force your undeveloped brain, you won't get the whole idea anyway.
RavenousRat:
--- Quote from: Nyan on August 14, 2010, 03:31:24 am ---Oh look, a 12 years old.
Alters gonna alt mate, you won't change it. This thing I posted me here is against power builds and is somehow rp-friendly. Don't force your undeveloped brain, you won't get the whole idea anyway.
--- End quote ---
Backgrounds are suitable only for single-player or co-operative campaign/moded game or if at server playing from 2 to max 30-40 people like NWN or something.
Your suggestion and MMO = very bad, and you don't need to be >12 years old to understand it.
Roleplay? You can do that right now, tag melee, sneak and outdoorsman, go to NCR and say everyone that you're from tribal village and know how to thrust with spear and eat geckos. You can do that without "Tribal" background. The only problem is that damned blue suit, but you can craft leather armor!
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version