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New Specialisms Suggestions
Checkers
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Perhaps these 'specialisms' could be 'afflictions' that take hold after significant injury and the like.  Introducing such things as

1000 yard stare: increased immunity to courage draining events but sometimes doesn't follow orders

Panic Fire: freaks out at random times, potentially firing on/ramming random target

Combat Fixation: fixates on a target and will not stop ramming/shooting it until everyone in the target is dead

Berserker: if assigned to a weapon will target and fire on enemies every time they are in LOF.  Will not stop shooting even if friendlies get in the way or if burst damage might hurt/kill self

Fear of Fire: immediately bails our of car if it catches on fire or is hit with Flamethrower. 

Fear of *insert weapon or weapon type*: increased stress from being fired on by specific weapon type

Fear of *insert gang*: increased stress from specific gang presence-- this CAN be a PC gang. 

Blood lust: cannot stop combat until personally kills someone.  Will kill friendlies if no enemy in range




Players would just not use those gangers, or use them in events they expect to lose them in. See what happens with gangers who get heavily addicted.

Scouting-- Spotter: Get a second, smaller spawn circle in which to replace vehicle once enemy appears.

Mechanic-- Reinforced Firewall: When this mechanic is in the vehicle, gangers, weapons and engines in a burning vehicle take less damage over time.
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vet wv

Posted Jan 9, 2011, 5:23 am Last edited Jan 9, 2011, 5:26 am by Checkers
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Nothing better than some heavy addicts to, make life interesting

I think the Hitman has some good points :o ( In Character - can't be :p)

Speaking of addicts, a % of reformed addicts should suffer severe anger issues due to withdrawal and or severe psychological issues due to their biochemistry being permanently affected.

Speaking from experience. :rolleyes: (sorry Rev :( )
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Jan 9, 2011, 8:20 am
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Here's one that English Ranger suggested in a PM to me:

Big Game Hunter (hand guns specialism) -- gives a chance of killing creatures in one shot (or perhaps merely increases damage)
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Posted Jan 17, 2011, 3:10 pm
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I've got one...

First, rename "Sniper" to "Sharpshooter".

Secondly, make a new spec called "Sniper" that gives you a third option in attacks, "Sniper Shot".

Anyone who has played a turn based tactical RPG knows how that one works, the more turns you aim, the more accurate the first shot, but it only works with the first shot and then you have to line up another one.


But I'd settle for renaming "Sniper" ;)
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Posted Jan 17, 2011, 3:19 pm Last edited Jan 17, 2011, 3:19 pm by FireFly
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Big Yellow Cowardly Custard

If you have one of these in your car you start each pvp with a CR and weaponry advantage comparable to the days when Firefly used to look at the make up of a departing squad before sending out his interception squad.



(of course this specialism may be impossible... apparently it was impossible to do this before.... according to firefly... the same firefly who just 'announced' that the RC had magnanamously made it impossible for the second time... yeah.. i dont understand that either... i guess its a big mystery)
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Posted Jan 17, 2011, 3:29 pm Last edited Jan 17, 2011, 3:29 pm by goat starer
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Thinking of ways to make scouts more useful: how bout a new specialism, "Recon."

It applies when a scout character is living in a camp. It gives a boost to the camp's defense rating. So, similar to how camp managers like having Mechs in their camp, they would now also want some Scouts in their camp. Also maybe when an npc pirate squad attack is approaching it may give some additional info about the contents of the enemy squad
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vet wv

Posted Jan 31, 2011, 3:49 am Last edited Jan 31, 2011, 4:02 am by Zephyr
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Ideas for Mech Specialisms:

"Rapid Repair": (or something similar). It cuts down the time to fix chassis and component damage and repair armor in towns where the mech is. Say, 10% reduction per level.

"Rapid Install": cuts down the time to install weapons and engines in vehicles in towns where the mech is. Say, 20% reduction per level.

"Economizer:" Every vehicle in the same town as the mech with this spec gets a boost to its fuel efficiency.

"Field Repairs:" Can attempt to repair armor (a few points) and components (maybe +10-20%) on cars in the loot screen after a fight. The workflow would be similar to reloading weapons: the player puts some scrap metal (for armor repairs) and/or car parts (for component repairs) in the vehicle, then right-clicks on the vehicle icon and selects "attempt field repairs."
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vet wv

Posted Feb 10, 2011, 9:11 pm Last edited Feb 13, 2011, 11:59 pm by Zephyr
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"Speedy: Able to guide travels at over 30MPH with no increased risk of encounter/ambush/etc. Affects the whole squad, but only if the lead scout. Levels could give this increments - 3-5MPH"

I like this idea, perhaps as a new spec for both drivers and scouts. I was thinking maybe a percentage (say, 15?) decrease in travel time for the first level, then an additional 10 and 5 for each level afterwards. It seems like a level 150 scout (or driver) should be able to negotiate the terrain better, while still keeping an eye out for potential enemies.

What would be REALLY cool is if you could set a "cruising speed" at the start of a travel or scout (say, 20-50?), and risk facing more ambushes/worse spawns, or hoping for less, based on how fast you were travelling in relation to the standard 30 mph. But I'm sure that's a lot of work, and DW is already "really cool" as it is, so I won't hold my breath. :)
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vet wv pvp5 e2g pvp2 sssc combatL1 marshal1,1,0

Posted Apr 4, 2011, 2:59 pm Last edited Apr 4, 2011, 3:04 pm by Splash
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As it stands, First Aid is not all that useful. Very few players take the time to train it due to its barely noticeable effects. Also, you can't use First Aid on yourself.

I propose it be improved a bit. One big thing that should be added is that you can use First Aid on yourself as long as you are actually conscience.

This would help bring it on par with other skills and might result in people keeping a squad in Elmsfield for training. Being as that town is a ghost town, it would be a nice fringe benefit.

Heck maybe adding in some new specs could spice it up too:

Prosthetics (Arms): Skilled in crafting better prosthetic arms. Gangers only suffer a 10% penalty.

Prosthetics (Legs): Skilled in crafting better prosthetic legs. Gangers only suffer a 10% penalty.

If we wanted to make exceptional prosthetics more rare, it could maybe even be something made at camps requiring xxx level of First Aid as well.
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vet wv paintball

Posted May 6, 2011, 3:34 am
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ain't it auto?

If FA is conscious, should say 'blah blah stopped bleeding.'
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Posted May 6, 2011, 4:40 am
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It is auto...but I think I can only recall 2x where I saw it used in-game...and everyone in the event that saw it said "whoa!!! FA actually DOES something?!?!?!?"
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Posted May 6, 2011, 5:20 am
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I have saved three gangers lives with a FFA2 ganger.
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Posted May 6, 2011, 5:54 am
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Bastiel said:
'blah blah stopped bleeding.'


I have never seen that message, is it buried in the event chat? would be nice to bring this info to the popup bubbles me thinks
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Posted May 6, 2011, 9:17 am Last edited May 6, 2011, 9:17 am by *Tinker*
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Bastiel said:
ain't it auto?

If FA is conscious, should say 'blah blah stopped bleeding.'


Yeah I think its auto, the point I'm making is you can't do it to yourself.  That would add a bit of usefulness & realism to the skill.
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vet wv

Posted May 6, 2011, 2:39 pm
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Hogfather said:

This would help bring it on par with other skills and might result in people keeping a squad in Elmsfield for training. Being as that town is a ghost town, it would be a nice fringe benefit.


Another 'elm draw' might be the ability to reduce the impact of limb loss or long term health effects on a ganger if they recuperate in elm.  This might also generate a player run ambulance service running injured gangers to Elm.
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vet wv

Posted May 6, 2011, 2:58 pm
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A HUGE Elms draw would be a shop that sells chainsaws....
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Posted May 6, 2011, 3:17 pm
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:rolleyes:

Oh hell... I agree
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Posted May 6, 2011, 3:20 pm
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Kornkob The Dude said:
Hogfather said:

This would help bring it on par with other skills and might result in people keeping a squad in Elmsfield for training. Being as that town is a ghost town, it would be a nice fringe benefit.


Another 'elm draw' might be the ability to reduce the impact of limb loss or long term health effects on a ganger if they recuperate in elm.  This might also generate a player run ambulance service running injured gangers to Elm.


Well hence I suggested the idea of Prosthetics as a FAid specialization or perhaps even as a rare camp production. 

If it was just something you got at the town, people would just taxi the injured ganger there and leave.  The secondary idea is to get people to STICK AROUND TOWN too.  This could also go hand in hand with Elms/GW going pvp open in the future to try to spread out the player base more.
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vet wv paintball

Posted May 6, 2011, 3:32 pm
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Hogfather said:
Kornkob The Dude said:
Hogfather said:

This would help bring it on par with other skills and might result in people keeping a squad in Elmsfield for training. Being as that town is a ghost town, it would be a nice fringe benefit.


Another 'elm draw' might be the ability to reduce the impact of limb loss or long term health effects on a ganger if they recuperate in elm.  This might also generate a player run ambulance service running injured gangers to Elm.


Well hence I suggested the idea of Prosthetics as a FAid specialization or perhaps even as a rare camp production. 

If it was just something you got at the town, people would just taxi the injured ganger there and leave.  The secondary idea is to get people to STICK AROUND TOWN too.  This could also go hand in hand with Elms/GW going pvp open in the future to try to spread out the player base more.


I was suggesting it as anotehr draw for traffic, not as the sole draw.  More of an enhancer to your idea, as opposed to a replacement
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vet wv

Posted May 6, 2011, 3:59 pm
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How about making Negotiator a bit more useful. I realize I am a noob and only have Neg2, but its useless.

My suggestion is that the skill be used to truce out of fights, much the same way PvP is though with the price based on your Negotiator skill.

My thoughts are:

NEG1 = truce at 100% value of your vehicles
NEG2 = truce at 90% value of your vehicles
etc.

The value should be market value IMO, not the NPC vendor value, of the nearest market.
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vet wv paintball

Posted May 18, 2011, 12:44 am
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