Darkwind
If you were going to change characters..., ... what would you do?

*Ninesticks*


Posted Jan 12, 2013, 1:50 pm
As per the title.
*Rev. V*


Posted Jan 12, 2013, 4:30 pm
Can't say that I'd change.....
Groove Champion


Posted Jan 12, 2013, 11:28 pm
I'd change the specs so that they relate to a very specific, and narrow portion of the character's attributes. In other words, there should not be a single spec that outshines all the others because it applies to a wide variety of very different aspects of character use (e.g. sniper spec).

I'd also get rid of drug addiction as a random nuisance. Drugs should be available if the player decides to make them available to his gangers. The player would have to accept the benefits with the disadvantages. I'm sure others could come up with a bunch of RP reasons why this shouldn't be, but the bottom line is that driving characters to Elmsfield for rehab is an imposed chore.
Groove Champion


Posted Jan 12, 2013, 11:37 pm
I'd also lower the skill cap to a maximum of about 150...

Skills beyond 150 give veterans a huge advantage over newer players, which creates two problems:

1. New players are so afraid of veteran uber-gangers that they automatically shy away from PvP situations
2. Veterans start pampering their uber-gangers through a boring, systematic playing style
*sam*


Posted Jan 13, 2013, 5:55 pm
Put in character personalities and inter-relationships, along the lines of Dwarf Fortress.
*goat starer*


Posted Jan 13, 2013, 10:32 pm
More relationship stuff

Make training entirely in the field below a lowish point

Remove the skill limit accross the board and make it variable depending on characteristic

FireFly


Posted Jan 13, 2013, 10:36 pm
Swap the skill system for a weapon proficiency system, along the lines of...

Machineguns
Lasers
Whatever the heck is else.

A good rifleman might not a good laserguy make.
*Rev. V*


Posted Jan 13, 2013, 11:57 pm
Make it so that my gang can earn money from pimpin' that ass....
Necrotech


Posted Jan 14, 2013, 12:06 am
Wait...what is that?... DO I hear the HOLY ROLLERS? Yes I think they are preaching and converting your nuns again...

*Rev. V* said:
Make it so that my gang can earn money from pimpin' that ass....
Fifth


Posted Jan 14, 2013, 3:11 pm
Groove Champion said:

I'd also get rid of drug addiction as a random nuisance. Drugs should be available if the player decides to make them available to his gangers. The player would have to accept the benefits with the disadvantages. I'm sure others could come up with a bunch of RP reasons why this shouldn't be, but the bottom line is that driving characters to Elmsfield for rehab is an imposed chore.


I'd say, keep the addiction as random nuisance, but also allow the player to deliberately feed characters drugs, with addiction as a possible side effect.
PvtParty


Posted Jan 14, 2013, 3:24 pm
Maybe make it a risk of doing narcotics supply runs.
Blaer


Posted Jan 18, 2013, 1:58 am
Groove Champion said:
I'd change the specs so that they relate to a very specific, and narrow portion of the character's attributes. In other words, there should not be a single spec that outshines all the others because it applies to a wide variety of very different aspects of character use (e.g. sniper spec).


word

Groove Champion said:
I'd also lower the skill cap to a maximum of about 150...

Skills beyond 150 give veterans a huge advantage over newer players, which creates two problems:

1. New players are so afraid of veteran uber-gangers that they automatically shy away from PvP situations
2. Veterans start pampering their uber-gangers through a boring, systematic playing style


Word...
                    again..
                                              so words...
*Marc5iver*
marcg@comcast.net

Posted Jan 18, 2013, 7:40 pm
goat starer said:
Remove the skill limit accross the board and make it variable depending on characteristic

I 5th this point.

55555
*Tinker*


Posted Jan 18, 2013, 10:20 pm
*Marc5iver* said:
goat starer said:
Remove the skill limit accross the board and make it variable depending on characteristic

I 5th this point.

55555


I don't get it was does it mean depending on characteristic?
*Tinker*


Posted Jan 18, 2013, 10:39 pm
Is DW2 an MOMRPG thingy?

I'd limit the skills to 250, and have mutants not be such high strength 150+ dudes.

I'd make psionics be a random gift that they cannot change, and i'd get rid of pyro... also have psionic duels with the winner killing the other, and getting stronger?.

Regarding mutants with psionics, i would make some of them get very ill from failed use, and weakened from excessive use (moderate and above concussions without the descriptive text)

Regarding psi, humans should live a little longer since they all seem to be in real bad shape after that Y-46 and they are pretty low strength wise to begin with. Or maybe it's because we have super mutants that I say that?

have traits play a more important roll, particularly DEX, it should be much more obvious (or am i dense and don't see it?)

would also like to see new skills, i.e. welding, fuel injection/carburetor, wild animal intimidator (critter less likely to go for that ped), and a bunch of other little ones like dodging/acrobatics, all being untrainable, things you learn from experience.


and what Sam said about character interrelationships

edit: and what FF said about weapon specialization and what Groove said about sniper, i.e. remove it from hand weapons

Also have some gangers be Unique Gifted "Naturals" in some skills, not a flat cap point across the board
*Bastille*


Posted Jan 18, 2013, 10:50 pm
I like all that stuff

DEX, I think it does a lot, but is outweighed easily by low speed and stress. Guys with high dex and low speed are good with C.U.F but then you lose a valuable gun spec.

This could be done different too imo.

* * *


Quote:
I don't get it was does it mean depending on characteristic?


depending on what one is good at? I think  :thinking:

Quote:
Put in character personalities and inter-relationships, along the lines of Dwarf Fortress.


Never played Dwarf Fortress, but I like how this sounds.

Thats why I like drugs the way they currently work.

Things like; shell shock, becoming suicidal, other psycho conditions - leading to uncontrollable behaviours similar to zerk use or the opposite: Character fails to fire as they are stunned by fear. Suicidal or shell shocked characters may become erratic, fire randomly, or even use their psitol mid event if they do not escape in time. {so and so starts to act uncontrollably; random fire activity. If this continues.. Character so and so starts sobbing. If continues... So and so removes handgun, giving you a few turns to do something or the character kills himself.}
Some conditions may effect characters off the field, similar to drug issues.
Moral judgment could add to this. Your character fails to do something they deem sinful.

* * *


I like FireFlys skills idea. Breaking stuff down into weapon types. Characters have their hidden talents, often the skill they have best at recruitment, but could be something they yet do not know about themselves.
*K1500*


Posted Jan 18, 2013, 10:51 pm
I like the idea of relationships between characters - but I'd also like to see gangers develop links with certain vehicles. I often load up a certain set of gangers in a certain vehicle and it would be nice to see that relationship between vehicle and crew recognised in some way... "oh no it's the Famous Duck In Custard, that bastard "The Bassist" is on the car cannon, get me behind some cover fast!" (maybe some sort of fear effect on NPC gangs - not sure)

As players many of us probably already build up these relationships between their crew and vehicles - I just wonder if it would be something which could be integrated - or maybe it should stay as a RP element.
*Rev. V*


Posted Jan 19, 2013, 2:39 am
"I like the idea of relationships between characters"

Cestus Dei is full of relationships.

Hot, sweaty, nun on nun, relationships......
*sam*


Posted Jan 19, 2013, 11:33 pm
Lots of good ideas in here! :cyclops:
*Rev. V*


Posted Jan 20, 2013, 5:44 am
Well, yeah?
Hot sweaty nun on nun action?
How could you think that is a BAD idea?
*StCrispin*
ce.services.mh@gmail.com

Posted Jan 20, 2013, 7:44 am
Is this in referance to changing caracters with the existing DW1 or as materiel for consideration for DW2?

I'd like to see an expansion of types of skills. and activities to use them on.

Like STEALTH or SCULLDUGGERY used to jump some other gangers dudes in town like how thug beat you up in towns where you arent liked. I'd love to be able to say "hey, CoE GW is coming up, im going to assing Joe Blough to perform an act of Scullduggery on... idk, Joel, Necro... someone I want to be at a disadvantage that week... and try to put his driver or drivers in that town into an injured status. Or for other reasons like if you are fueding with someone over something. Could be done like a Static Maneuver action similar to how MERP/RM did it.

Would like to see Gunnery and Large Guns skills broken down into specific gun types instead of having specs which people seem to not use very often. Such as... I go out on a scout in a car with a CR and a GG. another car with MML and CC. As it is now, im looking at 3 guys potentially training Gunnery and 1 LG. The way I'd rather see it would have 1 guy training specifically Machineguns, one Missiles/Rockets, one Cannons/Guns, and one for whatever CR would be called. It is differnt how you engage a target with each. Machineguns for example, when engaging a vehicle or person(s) is about putting your cone of fire (beaten ground) footpring on the general area the enemy occupes. 10m radius of raining steel where it sits. But a weapon like a CR or ATG has to be directed to hit the target with a single shot. Missiles of course similarly so but have differnt flight dynamics.

So I see skills more like:
---General Gunnery Skill (Base skill with any gun) equal to 1/2 of the best skill in the catagory. this is the lowest any weapon skill of that type will be even if untrained.
MG: includes GG, LMG, MG, MMG
Directed Penetrators: CR and ???
Missiles/Rockets: Including Mini, Light, Med, and MML or MRP

Similarly break down other major catagories.

Eliminate Specs. Make them more of a random "gift" based on skill rather than a guarantee. example: upon reaching skill 100+ in gunnery, you can "roll" each week (or the server rolls for you on server refresh) for a spec "advantage". such as: Bubba is skill 106 Gunnery, 128 LG, and 99 HG. IF he is TRAINING a training center for gunnery, he has a 6% chance to be granted a special skill. if it was LG he was training he would have 28% (or maybe they can be a cap to the %). if in HG, no chance. Special skills could include things like Moving Targets or something not involved in the skill alone. I havent though too deeply on this stuff...
*StCrispin*
ce.services.mh@gmail.com

Posted Jan 20, 2013, 7:52 am
Plus, I would like to do stuff with my guys, without having to travel, or scout or anything to do with a car. What do my guys do when they arent out driving around? Gardening maybe? Maybe I loot the dead guys cloths on a scout and have a big bin full of old cloths and want to use the cloth to make cloths out of... Crafting.

This isnt far fetched. Guess where VC uniformes went in Vietnam... Villagers took them and made cloths out of them for their kids. This is the apacalypse, It makes sence we are scroungers and scavengers.

Maybe I want to craft Leather goods out of Mutant animals I kill in the wild. Anyone want custom made Wolfskin seats in their Pike?

Sewing
Skinning
Leatherworking
Farming
Boozemaking
Drug making
*Tinker*


Posted Jan 20, 2013, 12:05 pm
yeah like the ideas above.

Especially the part about how you get a chance to get specs a week. I'd also like it to make sense what specs you can have, i.e. you spend more time on a machine-gun you get offered specs that make sense like NOT getting Sniper for example.


StCrispin said:
So I see skills more like:
---General Gunnery Skill (Base skill with any gun) equal to 1/2 of the best skill in the catagory.  this is the lowest any weapon skill of that type will be even if untrained.
MG: includes GG, LMG, MG, MMG
Directed Penetrators:  CR and ???
Missiles/Rockets:  Including Mini, Light, Med, and MML or MRP

Similarly break down other major catagories.

Eliminate Specs.  Make them more of a random "gift" based on skill rather than a guarantee.  example: upon reaching skill 100+ in gunnery, you can "roll" each week (or the server rolls for you on server refresh) for a spec "advantage".  such as:  Bubba is skill 106 Gunnery, 128 LG, and 99 HG.  IF he is TRAINING a training center for gunnery, he has a 6% chance to be granted a special skill.  if it was LG he was training he would have 28% (or maybe they can be a cap to the %).  if in HG, no chance.  Special skills could include things like Moving Targets or something not involved in the skill alone.  I havent though too deeply on this stuff...



but this i don't understand the workings

Quote:
---General Gunnery Skill (Base skill with any gun) equal to 1/2 of the best skill in the catagory.  this is the lowest any weapon
Blaer


Posted Jan 25, 2013, 1:05 am

[quote]---General Gunnery Skill (Base skill with any gun) equal to 1/2 of the best skill in the catagory. this is the lowest any weapon[/quote]

I read this as.. Machine Guns - 40
Rockets -60
Car Rifles - 10

Will fire car rifles at 30 skill because of Rockets
Vroomhoff


Posted Jan 29, 2013, 1:05 pm
The current PVP system pretty much only allows you to get at players through car combat or ped combat. The "skullduggery" suggestion could give a new avenue to PVP.

Politics could be interesting. Maybe you could periodically vote in town mayors and they could make laws in towns?

Make player created bounties more useful in a way that's still balanced for veterans and newbs.

Instead of "choosing what drugs your gang allows", perhaps you could have gang policies, that allow your gang members to make choices of their own with the support of their leader (or not)?

There was a previous conversation about AI gangs remembering how player gangs treat them in combat (if the players show mercy, then the AI shows mercy back - unless their gang is of a more brutal nature).
simonmaxhill


Posted Feb 9, 2014, 11:56 pm
*sam* said:
Put in character personalities and inter-relationships, along the lines of Dwarf Fortress.


Somewhere, buried in your forums, I think I wrote up a fairly in-depth proposal for this - both with regards to friends, foes, favorite cars, favorite weapons etc.

I'm a huge fan of the doll-house side of the game and would love to see it expanded in DW2.

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