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New Specialisms Suggestions
Karz Master
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A random thought: Road Hazard

Enemies are twice as likely to notice the person in the vehicle. Maybe he/she is a public enemy, hated by all enemies of that squad. Or maybe he/she is just plain butt ugly. Whatever the case, enemies are more likely to follow this person than anyone else in the team, unless of course there are others equally hated by the enemy.

And of course, you have the vice versa: Pretty thing

Enemies are twice as likely to spare all the occupants in the vehicle. Maybe they're a huge fan of that person, and why shouldn't idolization exist in the wastelands? Or maybe he/she is just so damn good looking. Whatever the case, enemies are more likely to spare the person, as well as his/her friends in the vehicle.
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vet wv zom

Posted Oct 14, 2009, 6:21 am
Skasi
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I had a specialism idea for the leader skill yesterday. I think there should be some specialisms which go hand in hand with certain skills, that are not required though (as any gunnery skill in this example:

Lead Gunner:
When a character with this leader-specialism targets or fires at a certain vehicle, all gangers in the car with the same target get a hit bonus - should maybe add a bonus to chars in other cars too, but I am not sure about this.
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vet wv zom0,2,0

Posted Oct 15, 2009, 2:30 pm Last edited Oct 15, 2009, 2:31 pm by Skasi
Karz Master
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Repair permadamage.

Why discard a piece of history? Surely someone in your gang is good enough to fix her up again? This specialism lets a mech fix permadamaged items, at the cost of greater time taken to fix it. If you stack this specialism, you will reduce the time taken to fix a perma-damaged vehicle, but fixing perma-damage will always take longer to fix than non-permadamage

For example, if you take 3 hours to fix 10% non-permadamaged chassis, it will take 4 hours to fix 10% perma-damaged chassis, but once it's fixed, it will go back to 100% again. Factory new condition.

PS: would really love to fix my perma-damaged chassis. I can't bear to see her condition dropping :(
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vet wv zom

Posted Oct 25, 2009, 3:01 am Last edited Oct 25, 2009, 3:03 am by Karz Master
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Adrenalin Driven (higher level of Adrenalin Junkie perhaps)

A courageous characters can abandon himself and make his whole body run on adrenalin. Lesser wounds no longer decrease character's activity level, concussion hits have lesser impact and it would be harder for that person to slip into unconsciousness. Could no longer control character once Adrenalin Driven kicks in, he would continue last order until killed or unable to do so. A gunners told to fire at a enemy would continue to do so, a driver trying to run could drive straight until auto-escape occurs, a running ped would continue to run but fire wildly at his enemies without slowing down. It could be a kinda double-edged specialism.
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vet wv

Posted Nov 19, 2009, 8:08 pm
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Barbu said:
Adrenalin Driven (higher level of Adrenalin Junkie perhaps)

A courageous characters can abandon himself and make his whole body run on adrenalin. Lesser wounds no longer decrease character's activity level, concussion hits have lesser impact and it would be harder for that person to slip into unconsciousness. Could no longer control character once Adrenalin Driven kicks in, he would continue last order until killed or unable to do so. A gunners told to fire at a enemy would continue to do so, a driver trying to run could drive straight until auto-escape occurs, a running ped would continue to run but fire wildly at his enemies without slowing down. It could be a kinda double-edged specialism.



I like the way it soonds except that i don't think you should be able to train up people to do this like some kind of programed ultimate soldiers, it would be a cool inherent mutant ability though
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Nov 19, 2009, 8:29 pm
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*Tinker* said:
I like the way it sounds except that i don't think you should be able to train up people to do this like some kind of programed ultimate soldiers, it would be a cool inherent mutant ability though.


You're right, it would seems strange on a ''normal'' person to learn this. It's cool if my idea can be useful!  :D
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vet wv

Posted Nov 20, 2009, 3:13 am
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(Copied from another thread)

The scout skill is the only skill that has pretty much no choices for spec training. IMO it desperately needs at least one or two to put it line with the decision making/customization that all the other skills have.

Here are some ideas, okay, alot of ideas. And not a one of them involves deployment circles!

Northlander Familiar with the areas from Gateway north. Adds a bonus to all scouting rolls in those areas.

Badlander  Familiar with the Badlands area, from GW-BL and from BL to Shanty.

Southlander  Familar with the areas around SF and TX, the producing areas of Evan.

Firelighter  Familiar with the rough terrain around Firelight. Also adds a smaller bonus in similar rocky terrains, such as TX.

Dunerunner  Gives a noticable bonus to the scout roll for sand dune maps.


Vigilant  Adds a bonus to long distance runs (i.e. travels) to avoid encounters.

Hunter  Adds a bonus to scout rolls when scouting to find enemies.

Soloist  Adds a bonus when scouting with a single vehicle.

Trucker  Adds a bonus (or reduces the penalties) to the scouting roll when the scout is in a large cargo transport vehicle (i.e. box vans, lorries, etc - not buzzers or firetrucks).

Doubletimer  Increases the speed at which your scout can make long journeys. However, invariably this also slightly increases the chance of an encounter as well. Note: Does not actually get you there twice as fast, except at maybe the highest spec level (e.g. if 10-15% per level that would be lvl 4 or so)


Cordial  Adds a bonus to the chance to truce factions that you are favorable or neutral with.  Additionally, use of this skill gives you some positive rep with the relevant faction, especially if they were neutral to begin with.

Negotiator  You have a smaller bonus to truce all manner of gangs you meet, using neither intimidation nor sweet talk. Trucing a gang in this manner has no effect on your standing with them. Note: This is the current scout spec, but would still exist as a neutral way of trucing that stacks with the others, if you so choose them.

Intimidator  Adds a bonus to the chance to truce factions that already dislike you or you are neutral with. Additionally, use of this skill gives you some negative rep with the relevant faction, especially if they were neutral to begin with.

Note: If you are both cordial and an intimidator the effects essentially cancel on neutral gangs if you have these at the same level. Also intimidators do not intimidate friendly gangs and cordial gangs are not cordial to enemy factions. So if you had, say, Cordial 2 and Intimidataor 3 that would be 2 levels of bonus to friends, 1 to neutral (and they also like you a little less) and 3 levels bonus towards enemies. Also, the rep changes from these skills only apply when you use them, i.e. actually try to truce another gang.


All bonuses stack. You could easily be a high level scout with Soloist, Doubletimer, Trucker and Badlander specs to make an awesome lorry driver for the BL-GW run. You could also be a Northlander (SS area) Hunter with Intimidation.
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vet combatL1 wv1,0,0

Posted Nov 23, 2009, 2:23 am
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Not sure if this has been suggested:


Radiologist (First Aid)- Skilled in knowledge about how radiation affects the human body. Has the ability to reduce the affects of radiation on characters traveling in the wilderness, reducing the activity decrement and amount of time to recover.

You could simulate this by adding a temporary boost to STR for all characters in the footsquad, as that seems to be the determining factor in radiation effects.
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vet wv paintladder

*Posted Jan 17, 2010, 6:13 pm
Zephyr
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New leadership suggestion: "Call for Support" (or something similar).

The idea is, if a squad has a gates encounter, have the Leader be able to request assistance from the militia of the town they're near. This would take place at the pre-game screen, in the same way that a scout requests a truce.

So, you get to the start screen with the pink circle; you know you're in a gates scenario and about how far you are from the gates, and roughly what the enemy has. So you have an idea if you're in trouble. This would be especially useful in a return-based encounter.

So now the player opens the side menu and he sees options available to him, he chooses one, and if the "skill roll" is successful, based on what he chooses, a certain number of units spawn within the town/gates to help out.

Options include:

(A) Light support: (available to those with 1x spec) about 250 CV worth of cars
( B ) Medium Support: (available to those with 2x spec) about 500 CV worth of cars
(C) Heavy support: (available to those with 3x spec) about 750 CV worth of cars.

Unresolved questions:

(1) Would these friendly support units be AI-controlled or player-controlled?
(2) Would this be available in PVP encounters too, or just in PVE?
(3) Can this be tied into the per-town reputation system Sam is working on?
(4) Need to make sure the more clever/malicious players don't attack the militia cars and loot them.
(5) Should some kind of a cost be associated with this? Either in terms of dollar value, or in Fame/reputation? As in, "He had to ask for help, that gang must not be that great." If so, it should be on some sort of a sliding scale, similar to renting a car. So when you go to the options menu, if you have a leader with 2x spec in Support, you might see this:

- Request Light Support (250CR; $10,000 + 50 Rep points)
- Request Medium Support (500 CR; $25,000 + 100 Rep points)

What do you think?
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vet wv

Posted Feb 2, 2010, 10:21 pm Last edited Feb 2, 2010, 10:39 pm by Zephyr
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I think it would make returns either:

a. Trivial if the additional CR is not considered when spawning the enemy, or
b. Significantly more difficult (impossible?) if the additional CR is considered, but the player chooses not to use the spec.

If the CR of the support is considered when spawning the enemy, then the player is virtually forced to use the spec.

As an FYI, if you uncheck the 'Format MbCode' checkbox when posting, you won't have to jump through hoops with your parens and B's.
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vet wv community

Posted Feb 2, 2010, 10:32 pm
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I think the Support skill could be useful and not overpowered with two changes.

First, the amount of CR sent out for support is entirely dependent on a die-roll, depending on how well you succeeded your roll. Maybe they send out a Buzzer with car cannons, maybe they send out an Alpha with a ReRam. ;) Getting additional levels in Support would add bonuses to this roll.

Second, don't make it cost money. Make it cost reputation and/or Hero Points. "Hey, the big hero needs our help to deal with that scum. Guess he isn't so great after all." If your rep is too low at the town, you just can't call or autofail if you do call.
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vet deathrceL1 wv cont

Posted Feb 2, 2010, 10:36 pm
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If you were to request the support, the enemy gang would invariably know this as well, and call upon their own support to even the odds.

Who gets the better support would be determined by is has the best representation in said town. Knowing this, calling in support could potentially cause for your enemy to gain better support then you received.

What I feel is better suited is that when you call for your support, it is more of a distraction then an additional combat force. Something to persuade the enemy to chase after them rather then you.

This support could come in the flavor of skilled interceptors. Fast cars with brilliant knowledge of the terrain that would rush in and take the attention away from your enemy.

This support option would cause them to receive any and all loot that would be obtained, and is designed more as a means to escape to town when a gates return is generated.
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vet wv marshal raceL1 deathrceL10,4,0

Posted Feb 2, 2010, 10:41 pm
Zephyr
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Another idea.  Scout spec:  "Forward Observer (FO)"

It helps out two ways.  First, the scout needs a vehicle with a "spotter scope" mounted, a small (5- or 10-bulk) piece of equipment that only someone with the FO skill can use.  If the scout with FO skill is currently targeting the same enemy as another model with a ballistic weapon (paint / CGL / mortar), that ballistic weapon gets a boost to its accuracy. 

Second, and this was inspired by my previous "Support" idea:  the scout can call for off-board artillery support when fighting a gates encounter.  (Perhaps only at 2x skill or more)They can target an enemy or a location with their Spotter Scope, and then select "request fire support."  This will call down inaccurate but powerful ballistic attacks, representing some old 105mm towed howitzers the town militia has. 

There should be some serious limits on this.  For example, a minimum rep with the local town, a minimum Fame score, or something similar.  Also a per-shot cost?  In terms of dollars and/or Reputation points?  Will need to be carefully balanced out. 


edit:  Just noticed Jaguar posted something similar almost a year ago.  Ah well, great minds etc etc...

Besides, it would be nice to give my scout something to do in battle other than screaming and running away.    :cyclops:
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vet wv

Posted Feb 2, 2010, 10:51 pm Last edited Feb 2, 2010, 11:03 pm by Zephyr
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*Urban Decay* said:
If you were to request the support, the enemy gang would invariably know this as well, and call upon their own support to even the odds.


I don't like the idea of requesting support resulting in increasing the size of the enemy's force by an equivalent amount, because that completely wipes out any reason to call in support. I don't think anyone would use it, in that case. 

I do like Neko's idea that there should definitely be a random element to what you get.

*Urban Decay* said:
What I feel is better suited is that when you call for your support, it is more of a distraction then an additional combat force. Something to persuade the enemy to chase after them rather then you.


True; at low CR levels, any support vehicles would largely be a distraction to the enemy. 

*Urban Decay* said:
This support option would cause them to receive any and all loot that would be obtained, and is designed more as a means to escape to town when a gates return is generated.


Now this I like.  It would certainly prevent this from being abused. 
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vet wv

Posted Feb 2, 2010, 10:55 pm
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*Groove Champion* said:
Ghost (HANDGUNS): Essentially identical to 'Defensive Driver' for pedestrians


I like it, but it should be the opposite of the "Defensive Driver" spec.  It should increase the difficulty of shooting a pedestrian as long as the ped is not moving. 
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vet wv

Posted Feb 2, 2010, 11:01 pm Last edited Feb 2, 2010, 11:01 pm by Zephyr
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Zephyr said:
*Groove Champion* said:
Ghost (HANDGUNS): Essentially identical to 'Defensive Driver' for pedestrians


I like it, but it should be the opposite of the "Defensive Driver" spec.  It should increase the difficulty of shooting a pedestrian as long as the ped is not moving. 
Nah, that'd be the "Camouflage" skill. =^_^=
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vet deathrceL1 wv cont

Posted Feb 2, 2010, 11:03 pm
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Zephyr said:
Another idea.  Scout spec:  "Forward Observer (FO)"

It helps out two ways.  First, the scout needs a vehicle with a "spotter scope" mounted, a small (5- or 10-bulk) piece of equipment that only someone with the FO skill can use.  If the scout with FO skill is currently targeting the same enemy as another model with a ballistic weapon (paint / CGL / mortar), that ballistic weapon gets a boost to its accuracy.


I like this, but instead of "boost to accuracy" I would have the specialism remove the no line of fire penalty for the Ballistic weapon if the spotter maintains line of sight to both the target and the ballistic gunner.  Don't require any special equipment or even targeting, that way spec is easy to use... Apache with HMG on ridge top staffs a spotter and the Mortar car on the back side of the ridge in LOS to the Apache doesn't take a "no LOS" penalty when lobbing over the ridge.  Spec should be available to both Ballistics and Scouting skills.

Implementation shouldn't be too hard... If Ballistics LOS check to target fails, then there is an LOS check to all allied Forward Observers.  If any of those pass, iterate to each and do an LOS check to target from Forward Observer.  It's O(n) where n is the number of Forward Observers, so it should be very tractable.
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vet wv pvp3

Posted Feb 3, 2010, 1:44 am
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Field Repair (Mech Spec) This spec would allow you to patch up holes in armor at the expense of CP's and Scrap Metal. If no CPs or Scrap was available you cannot attempt to patch up any holes.

Using this skill would pause your movement while rapairs take place, and will resume as normal afterwards. Can allow you to get a little extra armor back before returns.
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vet wv marshal raceL1 deathrceL10,4,0

Posted Feb 22, 2010, 12:58 am
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*Urban Decay* said:
Field Repair (Mech Spec) This spec would allow you to patch up holes in armor at the expense of CP's and Scrap Metal. If no CPs or Scrap was available you cannot attempt to patch up any holes.


Or if being able to repair damage during combat is too powerful, perhaps we can try to fix damage during the loot phase of an encounter?  Add a "attempt repair" option on the same menu with the "refuel vehicle" and "reload weapons."  It will use up CPs and/or scrap metal in your vehicle and use the Mechanic skill of the highest-skilled person in the vehicle at that moment in an attempt to repair some damaged components. 

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vet wv

Posted Feb 26, 2010, 7:23 pm
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I agree wholeheartedly with 4saken that it is scouting skill that really needs more specialisms.

I was going to suggest two basically identical to his 'vigilant' and 'hunter' specs as these seem to correspond to the two major activities that scouts engage in - i.e. travelling and scouting.
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vet wv deathrce1

*Posted Mar 21, 2010, 11:26 am
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