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New Specialisms Suggestions
Crazy AL
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Maxxed said:
Haggler - Leadership & Scouting

Slightly reduces cost of items on NPC market and town weapons shop.
(think this may have been suggeted b4)


I really like the idea of having specialisms that are dictated by two other specialisms that are not of the same tree. Cool idea...
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vet wv zom pvp1 ped1

Posted Sep 27, 2011, 5:04 am
JuaN VaLDeZ
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Checkers said:
Maxxed said:
Area Knowledge - Scouting

Effectively a 2/4/6/8/10%(depending on level) reduction of fuel usage if this character is a member of a squad.


I would recommend instead offering this as a Scouting Specialism and allowing players to pick the region the character knows best. To compensate, eliminate the roll, and travels that use that character as the lead scout will receive a 10%/18%/24%/28%/30% reduction on units of fuel used, based on the level of Specialism taken.



How about a increased chance of a specific map?
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vet wv zom deathrceL1

Posted Sep 27, 2011, 8:58 am
Fifth
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Leadership Specialism - Sobriety

Characters who scout in a squad where the character is a leader have a reduced chance of showing up on drugs. Long term effects of drugs are slightly reduced.

Optional additional effect: very slight chance of getting characters to quit drugs, like the rehab in Elmsfield, but much less effective.
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vet wv

Posted Jan 27, 2012, 12:46 am
*Snipe*
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LMAO - having druggie problems in the Legion? Might as well move the gang to Elms.
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vet wv gateautumn sssc santa1 raceL1 deathrceL1 marshal pvp2 zom combatL1 pvp52,6,2

Posted Jan 27, 2012, 1:03 am
*Bastille*
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Addictions add character, or in the case of alcoholics, an inability to shoot anything. They seem to love using flamethrowers though. hehe, go figure, drunkeds and fire :rolleyes:

I do like the RP of this suggestion, but I think it would break the current mechanism, where people have to really make the decision of what to do with that junkie.
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Jan 27, 2012, 1:12 am
Fifth
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*Bastille* said:
Addictions add character, or in the case of alcoholics, an inability to shoot anything. They seem to love using flamethrowers though. hehe, go figure, drunkeds and fire  :rolleyes:

I do like the RP of this suggestion, but I think it would break the current mechanism, where people have to really make the decision of what to do with that junkie.


Well, that's the point - a MUCH less effective than Elmsfield.

And no, I'm not having drug problems, but real-world armies have had drug problems and I figure that real people would develop a solution.
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vet wv

Posted Jan 27, 2012, 1:29 am
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yeah, from that side of it I think its heaps cool (the armies are on ........ or so they say, read all about it in the USA today, they stepped up urine testing to make it go away, 'cause its hard to kill the enemy, when they're all on ....... - Les Claypool), and at much less effectiveness, might be worth while.
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Jan 27, 2012, 1:41 am Last edited Jan 27, 2012, 1:42 am by *Bastille*
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Jesus man ...it's the end of civilization, who would'nt want to be stoned or pissed  :rolleyes:
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vet marshal wv community

Posted Jan 27, 2012, 9:53 am Last edited Jan 27, 2012, 9:54 am by *Grograt*
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*Grograt* said:
Jesus man ...it's the end of civilization, who would'nt want to be stoned or pissed  :rolleyes:


nothing wrong with getting stoned... just getting stoned before a battle!
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vet wv

Posted Jan 27, 2012, 4:16 pm
*JeeTeeOh*
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New mechanic spec: SPEED REPAIRS. Self explanatory - repairs, vehicular adjustments, etc. take less time than normal. Just pulling a number out of the air here, mebbe reduce it by a third? That'd make it 20 minutes to install a new weapon, compared with 30 for a regular guy.

Of course we can't have a guy with SPEED REPAIR 3 fixing everything in zero minutes, so that'll have to be looked at.
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vet wv e2g marshal cont deathrceL1 sssc

Posted Mar 11, 2012, 3:15 pm
Tez
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*JeeTeeOh* said:
Of course we can't have a guy with SPEED REPAIR 3 fixing everything in zero minutes, so that'll have to be looked at.


Yeh we can, slavers have their teleportation device for new slaves, we can have instant repairs.
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vet wv combat1 pvp3 pvp51,4,0

Posted Mar 11, 2012, 3:25 pm
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Maxxed said:
Ambidextrous

2 pistols

or pistol and knife/sword/handhammer


This skill should come with a decrease in damage or accuracy, depending on the weapon, which gets lighter with each spec. So, level 1 might be 60% per weapon, then level 2 is 75%, 90% at 3, 100% at 4. Levels past 4 would give a small bonus.
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vet wv paintladder

Posted Mar 24, 2012, 3:13 pm
*Maxxed*
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agree.

Strong Will Leadership/Scouting Spec

Small courage bonus plus advanced resistance to narcotics.
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vet wv deathrceL1 marshal pvp5 pvp20,0,1

Posted Mar 31, 2012, 10:30 am
*Maxxed*
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Toughness/Hard to Kill Leadership/Scouting Spec

Effectively a reroll (or chance for reroll) on critical injuries.

"Joe 'needz a hanky' Blow miraculously avoids having his brains splattered on the seat and takes a bullet to the thigh causing a major injury."
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vet wv deathrceL1 marshal pvp5 pvp20,0,1

Posted Mar 31, 2012, 10:35 am
*Maxxed*
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Crazy AL said:
I really like the idea of having specialisms that are dictated by two other specialisms that are not of the same tree. Cool idea...


[DOUBLE BUMP]

=Prequisite Skills for advanced skills.
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vet wv deathrceL1 marshal pvp5 pvp20,0,1

Posted Mar 31, 2012, 10:38 am
*Maxxed*
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Charisma Leadership Spec - allows the recruitment of additional ganger per level at curent threshold.

Prerequisite Skill: Recruitment and/or Motivator

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vet wv deathrceL1 marshal pvp5 pvp20,0,1

Posted Apr 13, 2012, 1:40 pm
Sarge
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JuaN VaLDeZ said:
How about a increased chance of a specific map?


I'd also like the chance of *not* getting a specific map. :)

In fact, ideally I would see a scout as the selection of a route made up of different maps - the more chosen being the same as scouting a longer distance. Then the encounter occurs randomly on one of the chosen maps (along the route). This is much more realistic, as who in their right mind would take a lorry through Chaos Canyon, or maybe you hate straight roads so avoid Interstate Mythos etc. Not a specialism, or likely to occur, but there you go.
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vet wv0,3,0

Posted May 10, 2012, 10:45 am
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Crazy AL said:
Maxxed said:
Haggler - Leadership & Scouting

Slightly reduces cost of items on NPC market and town weapons shop.
(think this may have been suggeted b4)


I really like the idea of having specialisms that are dictated by two other specialisms that are not of the same tree. Cool idea...


Excellent idea.  Could even break the strangle hold of sniper, sniper, sniper.
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vet wv pvp4 pvp2 pvp1

Posted Aug 13, 2012, 8:18 pm
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Master Salvager

Skill allows the mechanic the chance to salvage engines from cars, and allows for them to looted.

Primary Requirements, Salvager 2 / Jury Rigger 1
May only be chosen once.

Please note, using this abilty takes place of removing weapons and tires from a wreck, and all salvaged motors are considered half of their damaged values (80% motor while in car would now be considered 40%), greatly increased chance of return possibilty.

Hunter

Prerequisite Scout of 100 skill or better, may only be chosen once.

Scout now has the ability to target gangs that may not be visible on the squad selection screen.

Also having this skill also reduces to effectiveness of the negotiator skill by 1/3 due to the characters reputation.

Artillery Specialist

Gives a bonus to all weapon splash damage (+20%).

Requirements Rockeeter 1, Ballastic Projection 1, Heavy Weapons 1

May only be taken once.

Marksman

Gives a damage and penetration bonus to any rifle based weapon, hand held or vehicular.

Prerequisites - Sniper 2, Dex 60, Handguns 50, Gunnery 50

Note: Loss of an arm or an eye will negate this ability as the shooter has the phyisical means to perform this skill.

May only be chosen once.

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vet wv santa1 deathrceL1 pvp4 gwped raceL1 combatL1 paintladder pvp3 ped2 pvp5 semiprocombat circuit2 pvp1 pvp2 slay2013 gwextrav triangle1

Posted Aug 13, 2012, 9:34 pm Last edited Aug 13, 2012, 9:36 pm by Necrotech
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Soft Targets
Gunnery

Increases the damage from Flechette and Vehicular Shotguns to passengers, and/or decreases the likelihood that it will damage components/cargo.

Steel Shot
Gunnery

Increases the damage that VSGs/Flechettes do to armor.
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vet wv paintladder

Posted May 25, 2014, 8:08 am
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