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New Specialisms Suggestions
*sam*
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This thread is for proposing and discussing new specialisms.
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Posted May 10, 2009, 11:11 am Last edited May 10, 2009, 11:12 am by *sam*
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Suggested by Joel: these are all for the mechanic skill.

Gear Head - Can break down stuff to component parts efficiently and with less loss(of original parts). Can also fix broken stuff using LESS parts. Either works like tuning(one guy - best guy does it) or each spec works as a bonus.

Henry Ford (perhaps a leadership skill lol)- creates efficiencies with manufacturing allowing for quicker production and/or using less parts in production.

Cumulative ones:
Over hauler - Basic MR increase for chassis production.
Gun nut - Basic MR increase for Weapon production.
Grease Monkey - Basic MR increase in Engine production.
Jack of all trades - small increase in (overall)MR.
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Posted May 10, 2009, 11:12 am
hallen
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Got to say for a camp owner these are all great skills and agree that the mechanic skills should be more valuable in Darkwind, but I would be keen to see some mech skills that are useful whilst on a scout as well.
Mentioned before at various times by various people:
Mechs who could patch up a car with a couple of points of armour where they had a breached (o armour) between an encounter and a possible return.
Mechs who could dismantle/salvage weapons from intact cars that nobody wants to take home because of engine damage.

I appreciate these would be harder to implement probably.
I would also be really keen on some extra scout specialties -
such as scouts who took 'safer' routes (for trader types) ie less encounters
scouts who know short cuts (gets you home quicker - but perhaps more encounters?)

Just thoughts, and as I say, I expect these would be harder to code?


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Posted May 10, 2009, 7:28 pm
Joel Autobaun
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Ya I think hallen's right we should be able to loot a whole car(if it's lootable) and then get our mechanic to dismantle it to rip out the damaged or undamaged components. But it might be hard to implement for Sam.
Mech~
Wrecker - can rip off pieces from looted/intact vehicles in the time constraints of a scout. Level 1 - Weapons/Tyres. Level 2 - Engines. Level 3 (perhaps) insert engine and weapons INTO ANOTHER looted chassis.

Lots of people have been calling for this(so it is probably hard to implement):
Scout~
Pathfinder: Cuts down time on travels. Each level cumulative.
Sixth Sense: Can detect ambushes and reduce number of encounters(or lessens piracy rating of road for travels- whatever).

My own self indulgence...
Handgunner~
Trickshooter: Can fire 360deg LOS.
Ambidextrous: Can fire two pistols at once (ya I know fake but they do it in movies). Might make pistols kinda cool in the right hands.
HvyWeapons: Able to fire the yet to be implemented tripod machine gun and other goodies that come up like LAW rockets or whatever.


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Posted May 10, 2009, 8:21 pm Last edited May 10, 2009, 8:23 pm by Joel Autobaun
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Joel Autobaun said:

Handgunner~
Trickshooter: Can fire 360deg LOS.


This should be standard IMO, at least for pistol, and maybe submachine gun.

If there was a penalty for firing in the opposite direction of travel, perhaps this could reduce that.

Of course, peds might benefit from a re-introduction of the Martial Arts skill as well, but that's not what this thread is about. ;)

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Posted May 10, 2009, 8:31 pm
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perhaps something for peds on footsquads

big game hunter = reduces number of creatures in a footsquad and does more dammage when there shot.

something for weapons like rifles, vehicular shotguns, flechettes, paint/smoke like we have for other weapons like the mg spec.
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Posted May 10, 2009, 8:41 pm
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Here's some old ideas I had (in a previous post) for courage based specialisms (earned every 100 courage):

True Grit:
Character ignores his first failed demo roll.

Ferocious Tenacity:
Character fighting above a certain stress level (80?) will have negative effects on enemies morale - perhaps hits against him count as misses (like, "our firing is having no effect! he'll never give up! Run for it!")

Berserker:
Character fighting above a certain stress level gains bonus strength and speed, penalty to dexterity.

Clutch Fighter:
Character fighting above a certain stress level (100?) gains the "courage under fire" ability.

Optimist:
Character decreases stress for each missed enemy shot.

Pragmatist:
Character decreases stress at earlier distances, or much more dramatically than normal when far from enemies.

Needy:
Character screams so horribly that when the demo, other characters in their vehicle become immune to demo, but suffer a 50% penalty on all skills due to the distraction of caring for their pitiful teammate.

Caregiver:
Character performs best when others need help. Other characters taking injuries or hits in their vehicle reduces the Caregiver's stress.

Masochist:
Injuries to this character reduce, rather than add stress.

Machine Empathy:
Damage to the character's vehicle reduces, rather than adds, stress to the character.
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vet wv

Posted May 10, 2009, 8:43 pm
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And a second wave of em, pertaining to different skills/stats:

Recruiter (leadership): increases odds of finding characters with desired skills or higher attributes. Maybe increases chances of pirates gangers offering services in loot phase.

Terrifying (leadership): Lowers enemy morale while still alive and in wilderness event.

Charismatic (leadership): Decreases chance of gang members leaving gang due to lost scouts, low morale or cash flow problems.

Local Knowledge (scouting): bonus to scouting certain regions, increased chance of all scout and scouting related efforts when traveling to or fro a particular town.

Vicious shot (gunner, hand gunner, lrg gunner): increased chance of hitting crew members, increased damage against crew/peds.

Gambler (scouting, leadership, trucker): increases value of arena prizes and league prizes by 10-100% with bets for and against gang.

Storyteller (scouting, leadership): increases fame awards from victorious scouting events, decreasing fame penalties for gang member deaths, event losses. Decreases morale penalty for deaths in the gang.

Off-roader (driving, trucker): Decreased tyre damage from rocks. Ability to "bump" car when stuck on terrain without getting out of vehicle. Increased handling off-road.

Street Racer (driving, trucker): Increased handling/speed when on black top.

Navigator (scout, trucker): Decreased travel time between towns.

Guerrilla (handgunner): Negates stress penalty for being outside of car.

Dodgy (handgunner): Decreases enemy chances to hit pedestrian, like defensive driver.


Fire Fighter (first aid): Puts out fires in car. Decreases odds of flammable materials in car exploding. One time fame bonus for appearing in "sexy firefighter" calendar.

Piety (first aid): Increases chance of lightning strike that kills all enemies without damaging their cars. Increases chance of godzilla attacking enemy cars. Increases chance of sermon.
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vet wv

Posted May 10, 2009, 8:45 pm
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And an update to one that was in the last batch but would have to operate differently now:

Survivalist (handgunner, scout): Gives chance of avoiding creature encounters when in footsquad. Reduces radiation, thirst and hunger damage from being in the wild. Maybe have some other hook when we have pedestrian-involving narrative missions.

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vet wv

Posted May 10, 2009, 8:47 pm
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simonmaxhill said:
Survivalist (handgunner, scout): Gives chance of avoiding creature encounters when in footsquad.  Reduces radiation, thirst and hunger damage from being in the wild.


interesting the need to have 2 skills at a certain level in order to have a new bonus (or new possibillity) specialism would make for a bunch of different unique specials

and I'd like to see even newer skill when you get 2 skills up to level 2

(if anyone played Avernum 4 they know what i mean)

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Posted May 11, 2009, 1:25 am Last edited May 11, 2009, 1:26 am by *Tinker*
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Oh, tinker, I was actually saying that you could get that specialism when you had either skill at 50 pts.

But the idea of "cross training only" specialisms would give the veteran players something new and fun to fool around with - and that kind of thing is a great reward for long term players.

I'm going to just make one up now, so please forgive how half-baked it might come out.

Lobber: spec avail at every 100 gunnery AND 100 ballistics AND with rocketeer.
Gives firer 5 percent chance of hitting top armor with rocket weapons when you'd normally hit a different facing.


"This is a trick shot that only the most experienced gunners can pull off, involving time-fuses, shortened fuel payloads and trick control surfaces, occasionally the gunner can "make it rain" for his target - but instead of 100 dollar bills, this rain is EXPLOSION."
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Posted May 11, 2009, 7:25 pm
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simonmaxhill said:

"This is a trick shot that only the most experienced gunners can pull off, involving time-fuses, shortened fuel payloads and trick control surfaces, occasionally the gunner can "make it rain" for his target - but instead of 100 dollar bills, this rain is EXPLOSION."


Like it!
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Posted May 11, 2009, 11:35 pm
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Sideswipe Mastery (driving): Increased damage done to someone when your side hits them; decreased damage to self.

Battering Ram (driving): Same as above but for front collisions.

Escort Driving Training: Increased attention when escorting. Also, increased momentum imparted when hitting enemy cars while escorting (so they may spin out when hit along the axle for instance).
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Posted May 14, 2009, 2:45 am
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Jaguar said:
Sideswipe Mastery (driving): Increased damage done to someone when your side hits them; decreased damage to self.

Battering Ram (driving): Same as above but for front collisions.

Escort Driving Training: Increased attention when escorting. Also, increased momentum imparted when hitting enemy cars while escorting (so they may spin out when hit along the axle for instance).


These seem very similar to Offensive Driving.
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Posted May 14, 2009, 2:50 am
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I'd like to see a "shoot from the hip" version for gunnery/large gunnery skills
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Posted May 14, 2009, 3:32 am
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Collector (SCOUT): Increases the chance of encountering rare chassis while scouting/travelling

Ghost (HANDGUNS): Essentially identical to 'Defensive Driver' for pedestrians

Surgeon (FIRST AID): Negates/prevents the first death (besides his own) of any character riding in the same vehicle

I apologise if these are redundant, I just thought I'd give a few ideas for the skills that have a limited number of specialisms.
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Posted May 17, 2009, 8:57 pm
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CLIMBER (trucker): Increases efficiency of lower gears on trucks
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Posted May 17, 2009, 9:40 pm
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Mechanic

- Sturdy Customization: A mechanic has customized the vehicle they are riding in. This might negate or allow a re-roll on damage to lessen some damage (be it weapons fire, terrain damage or whatever). A mechanic can only use this skill when not driving or manning a weapon - thus while making vehicles tougher, you're giving up space and firepower. This would -not- affect armor or chance to hit; it would work differently.

- Leaf on the Wind: The mechanic has tuned the car they are riding in to handle a little better. Also grants a benefit against dropped weapons; basically, a mechanic allows for a dodge roll of some sort against them (or mines may be act as duds for that pass only).

- Camouflage: The mechanic is able to apply disguises (both traditional as well as parts from other cars) to fool other scouting parties. This can make the vehicle their riding in look more or less dangerous (increased or decreased CR).

- Weak Spot: A mechanic knows how to better disable cars without completely damaging the vitals. Higher chance of component damage while lesser chance of engine damage.

- Shotgun Mastery: A mechanic using a vehicular shotgun or flechette gun knows where to aim to maximize penetration. As a result, when firing on an armored target, there is a chance that the gun will ignore armor and cause a reduced amount of concussive hits/blue damage.

Scout

- Terrain Mastery: The scout knows how to drive over different types of terrain better. Reduced wear and tear on parts when driving over non-roads. Perhaps better performance too.

- Pirate Knowledge: Better damage against pirates due to familiarity of the weaknesses of their vehicles.

First Aid

- Mad Doctor: A medic is better able to tell the gunners who is hurt in opponents cars resulting in better/more likelihood of blue damage as well as greater psychological effect from certain weapons.

Leadership

- Rally: A good leader is able to rally people back into fighting spirit. Demoralized allies suffer less from the effects of it and arne't as likely to try and run when outside a vehicle.

- Fiercesome Reputation: A leader with a reputation for combat. As a result, when demo'd, NPCs are less likely to try and kill them and when NPCs are demo'd they're more likely not to continue attacking.

- Commanding Presence: Allies with LOS to this character havev a small chance of receiving a buff when taking damage.

- Radio Head: The leader is better able to coordinate strategy and fire. When the leader is attacking a target that is also being attacked by at least one other ally, there is increased morale and damage effects.

- Combat Pit Crew: The leader is able to organize people to work fast and effectively in otherwise unworkable conditions. If a car is fully stopped (probably because they're demoed or some such), the leader is able to get the crew to replace tires and repair some minor component damage. While the car may not be cvombat worthy again, it may allow the crew to limp away toa safer place.

Courage

- Calm Headed: Reduce effects from being shot at.

- Hot Blooded: When energy level is reduced, there is a chance that the gang member may get fired up and get a temporary buff to their abilities.

- Second Wind: Better chances of reviving when stunned as well as a once-per-combat chance of refilling some of their energy meter.

- Defender: Chance of an ability buff when they have LOS to a ally taking blue damage. Also increases the amount of attention generated when hitting someone.
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vet

Posted May 18, 2009, 12:03 am Last edited May 18, 2009, 1:34 am by Jaguar
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Jaguar said:
Mechanic

- Sturdy Customization: A mechanic has customized the vehicle they are riding in. This might negate or allow a re-roll on damage to lessen some damage (be it weapons fire, terrain damage or whatever). A mechanic can only use this skill when not driving or manning a weapon - thus while making vehicles tougher, you're giving up space and firepower. This would -not- affect armor or chance to hit; it would work differently.

- Leaf on the Wind: The mechanic has tuned the car they are riding in to handle a little better. Also grants a benefit against dropped weapons; basically, a mechanic allows for a dodge roll of some sort against them (or mines may be act as duds for that pass only).

- Camouflage: The mechanic is able to apply disguises (both traditional as well as parts from other cars) to fool other scouting parties. This can make the vehicle their riding in look more or less dangerous (increased or decreased CR).


These sound interesting, but making them apply only to the vehicle the mechanic is in doesn't make any sense to me; either the car is modified or it isn't, the mechanic's presence shouldn't have an effect on that.

This is similar to the need for Engine Tuning to apply to all owned vehicles rather than just those used in town events.

Quote:

Scout

- Terrain Mastery: The scout knows how to drive over different types of terrain better. Reduced wear and tear on parts when driving over non-roads. Perhaps better performance too.


Seems more like a Driving spec, personally, but perhaps it would be available from Scouting and the driving skills (Driving, Trucking, and Cycling).


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Posted May 18, 2009, 1:38 am
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Well the reason I suggested only the vehicle the mechanic is in is for several reasons. The first is to avoid a horde of mechanics stacking buffs which would then make Sam have to develop a fix for that - bit it buff caps, highest mechanic only, or what not. Which in turn may make it then less attractive to bring more than one. Having it your own vehicle encourages more than just one mechanic to come along making having more than one useful and useful beyond loot. But it also means that you're forced to choose between having that mechanic or having say... another gunner manning a weapon.

As well, at least for the sturdy special, having that could be fairly useful - applying that to all vehicles could be a little unbalancing and make a mechanic a must have. The chance to avoid minor damage and turn big damage into small damage for -everyone- would be highly useful.

As far as camo goes, scouting party may not want all cars to be higher or lesser CR. A decoy will want more CR. A van of peds and support vehicles will want less. If they're in the same scouting party, they have different desires.

The scouting skill was more a means to encourage taking more than one or two types of characters on scouts. That's what most of the suggestions were. Instead of one scout, one mechanic, drivers and gunners/large gunners/ballistics as needed, having more than one mechanic is a useful option. It also allows for mechanics to be trained more readily. Same for the other skills. Having more than one is useful beyond just a few occasions. They're useful all the time.
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vet

Posted May 18, 2009, 9:08 am
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