Darkwind
New Specialisms Suggestions

*sam*


Posted May 10, 2009, 11:11 am
This thread is for proposing and discussing new specialisms.
*sam*


Posted May 10, 2009, 11:12 am
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.
hallen


Posted May 10, 2009, 7:28 pm
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?


Joel Autobaun


Posted May 10, 2009, 8:21 pm
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.


Marrkos


Posted May 10, 2009, 8:31 pm
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. ;)

darthspanky


Posted May 10, 2009, 8:41 pm
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.
simonmaxhill


Posted May 10, 2009, 8:43 pm
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.
simonmaxhill


Posted May 10, 2009, 8:45 pm
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.
.........................
simonmaxhill


Posted May 10, 2009, 8:47 pm
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.

*Tinker*


Posted May 11, 2009, 1:25 am
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)

simonmaxhill


Posted May 11, 2009, 7:25 pm
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."
*Tinker*


Posted May 11, 2009, 11:35 pm
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!
Jaguar


Posted May 14, 2009, 2:45 am
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).
Marrkos


Posted May 14, 2009, 2:50 am
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.
*Longo*


Posted May 14, 2009, 3:32 am
I'd like to see a "shoot from the hip" version for gunnery/large gunnery skills
Groove Champion


Posted May 17, 2009, 8:57 pm
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.
simonmaxhill


Posted May 17, 2009, 9:40 pm
CLIMBER (trucker): Increases efficiency of lower gears on trucks
Jaguar


Posted May 18, 2009, 12:03 am
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.
Marrkos


Posted May 18, 2009, 1:38 am
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).


Jaguar


Posted May 18, 2009, 9:08 am
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.
Jester


Posted May 22, 2009, 10:25 pm
Here's something the leaders could do :

Teacher, or coach, or whatever you want to call it.

A caracter will learn more rapidly if he uses a skill in the same car as a caracter who has that same skill at a higher level and the teaching specialism.

would be great for training gangmembers.
Jaguar


Posted May 27, 2009, 5:44 am
Driver/Trucker: Car-batics. Drivers with this specialism are skilled are managing their vehicles pitch, roll, and yaw while in the air. They are more likely to land on their wheels and/or unharmed after flying through the air. Obviously, this has its limits - flying head first into a slope probably can't be saved from. But a rocket powered barrel roll/front flip combo? Sure.
Jaguar


Posted May 27, 2009, 7:25 am
Fire Support Specialist or Forward Observer for Ballistics: A forward observer helps any other ballistic gunner manning a ballistic weapon in any other vehicle by spotting targets, relaying directions, and otherwise acting as the 'eyes' of the fire support. IE Car A has a FO. Car B has a CGL. Car B receives the benefits but Car A does not even if it has a ballistic weapon. As long as the FO has LOS to a target, all ballistic weapons have a reduced non-LOS penalty. If both the FO and the ballistic gunner have LOS, the ballistic gunner gains LOS bonus faster. Multiple FOs do not stack bonuses however they can help compensate for each other. In the previous example, if Car B has an FO, Car A would recieve the FO bonus.
Joel Autobaun


Posted Jun 4, 2009, 6:42 pm
Rules Council/Sam fancy any of these suggestions yet?
*sam*


Posted Jun 4, 2009, 6:57 pm
There's lots of nice ideas in there, yes. The reason I pinned the topic is so that, when I have time to do a bunch of these, the info. will be close at hand rather than scattered and lost in multiple threads.
Joel Autobaun


Posted Jun 4, 2009, 7:42 pm
Very nice. Thanks Sam.
*Longo*


Posted Jul 28, 2009, 7:12 am
Leadership -
Spiritualist - reduces the chance gangers start using drugs. "I found God."
Joel Autobaun


Posted Jul 28, 2009, 7:34 am
I really like that one.
Jaguar


Posted Jul 28, 2009, 10:52 am
Joel Autobaun said:
I really like that one.


I'd like it sans religious aspect. You don't have to be religious to avoid drugs or conversely, you don't have to be non religious to use drugs.
*Marc5iver*
marcg@comcast.net

Posted Jul 30, 2009, 8:17 pm
A lot of of good stuff here. One I thought of is for a Mechanic. The ability to breakdown cars in town, similiar to the ability to break them down for parts in a camp. If it can be done in a camp, why not in town?
*Longo*


Posted Jul 30, 2009, 11:57 pm
Jaguar said:
Joel Autobaun said:
I really like that one.


I'd like it sans religious aspect. You don't have to be religious to avoid drugs or conversely, you don't have to be non religious to use drugs.


Ok, politically correct then...."Counselor"  :rolleyes:
Groove Champion


Posted Jul 31, 2009, 12:11 am
Seriously... the concept is good, let's keep the discussion of personal beliefs aside... we've derailed enough threads with pointless bickering over moot points.

I guess I have to make a suggestion now...

(Handgun Specialism) <no name>: Gives a one-time, 10 point boost to character strenght. I think this would be an interesting counter-point to the endless injuries handgunners suffer while training... it would make them live longer.
Jaguar


Posted Jul 31, 2009, 1:39 am
Longo said:
Jaguar said:
Joel Autobaun said:
I really like that one.


I'd like it sans religious aspect. You don't have to be religious to avoid drugs or conversely, you don't have to be non religious to use drugs.


Ok, politically correct then...."Counselor"  :rolleyes:


Didn't say that to be PC or to be religiously neutral; I said it because it's true whether or not a political agenda is involved.

Anywho...


Interesting Groove but maybe a more direct defensive measure like being able to directly lessen the effects of attacks. As it is, when you get shot, you get two options - bleed lightly or bleed heavily. Not really a lot of grazing flesh wounds or what not. :)_
Groove Champion


Posted Jul 31, 2009, 2:26 am
What I like about having the specialism set at a strenght bonus is that if you manage to train your handgunners without turning them into half-blind legless gimps, they'll have a huge benefit from the spec... but getting there won't be easy :)
*Longo*


Posted Jul 31, 2009, 11:35 pm
Groove Champion said:
Seriously... the concept is good, let's keep the discussion of personal beliefs aside... we've derailed enough threads with pointless bickering over moot points.

I guess I have to make a suggestion now...

(Handgun Specialism) <no name>: Gives a one-time, 10 point boost to character strenght. I think this would be an interesting counter-point to the endless injuries handgunners suffer while training... it would make them live longer.


Sounds like a good psionics spec  ;)
*sam*


Posted Aug 15, 2009, 10:52 am
Lugal said:


Stuntman

Bringing this item over from the patch notes for discussion.

The name is a working title - suggestions welcome!

This idea came out of the idea of improving jump performance, but to balance this spec I really think it'd need to be more than just that.

It would come from Driving, Cycling, and perhaps Trucking as well.

What I'm thinking is a spec that reduces vehicular damage with terrain, as well as improving handling/ghost during jumps, rolls, etc. Basically any time the vehicle is doing something it probably shouldn't be. Perhaps even reducing the chance of turtling?

While the idea come up discussing the new combat arena, I would imagine this would be very helpful to skirmishers and high-speed couriers.

Joel Autobaun


Posted Aug 16, 2009, 7:30 pm
Nurse:

General health expert. Will take some kick out of the aging process year to year. Gangers milage loss will not be as bad in the same town as a nurse.
*Lugal*


Posted Aug 16, 2009, 8:33 pm
That gives me another idea:

"Saw-Bones"
First Aid spec
Medical focus on trauma recovery in the non-emergency setting. Does not add any benefit during events (or in the end-of-event processing), but does accelerate in-town (or camp) healing.
Big Daddy


Posted Aug 20, 2009, 10:33 pm
Scouting:

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

Hunter: Able to increase the odds of encountering a specific chassis type, by recognizing its tracks. Like targeting a gang on a scout, not a guarantee, and won't work if the chassis just isn't found in the area (no npc fire trucks around Somerset). Maybe only works for chassis the scout has 'seen', though that can be defined a few ways.
*JD_Basher*
jd.basher@charter.net

Posted Oct 14, 2009, 3:03 am
Gearjammer
Driving/Trucker:

Driving/Gearjammer:
Allows better control of the car (less speed loss) when drifting on any terrain including race tracks and arenas. This offsets the "Jumpstart" spec. These can be stacked (up to a max of 4 only on either or both cumulative) to make a better driver on ANY track!

(Better control of the traction ((Gear changes)): MUCH better hill climbing for Muscle cars, sedans and other smaller vans like the voyager in combats or scouts. (Slower speeds allow better hill climbing).

Also lessens the tire damage from terrain by 10%. (No additional tire damage reductions from higher levels gained).

Also lessens the amount of fuel used in travels/escorts by 10%. (No additional fuel savings from higher levels gained).
=============


Trucker/Gearjammer:
Allows better travel times between towns, (He knows the truck and engine capabilities... Better fuel efficiency, 10% decrease to travel times. 15% 2nd level, 20% 3rd level. Fuel usage is reduced by 2% for each level. THIS fuel savings is only applied IF the specialist is DRIVING the truck).

Adds:
Speed/vehicle control increase on any terrain. No increase to speed for additional levels gained.

Fuel savings are 2% for each level totaling 6% less for a level 3 Trucker/Gearjammer. No higher levels can be gained.
============

I better stop here before I get on my soapbox and write a REALLY long post.

JD
Karz Master


Posted Oct 14, 2009, 6:21 am
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.
Skasi


Posted Oct 15, 2009, 2:30 pm
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.
Karz Master


Posted Oct 25, 2009, 3:01 am
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 :(
Barbu


Posted Nov 19, 2009, 8:08 pm
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.
*Tinker*


Posted Nov 19, 2009, 8:29 pm
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
Barbu


Posted Nov 20, 2009, 3:13 am
*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
4saken


Posted Nov 23, 2009, 2:23 am
(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.
Parapsycho


Posted Jan 17, 2010, 6:13 pm
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.
Zephyr


Posted Feb 2, 2010, 10:21 pm
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?
Marrkos


Posted Feb 2, 2010, 10:32 pm
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.
Nekojin


Posted Feb 2, 2010, 10:36 pm
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.
*Urban Decay*


Posted Feb 2, 2010, 10:41 pm
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.
Zephyr


Posted Feb 2, 2010, 10:51 pm
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:
Zephyr


Posted Feb 2, 2010, 10:55 pm
*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. 
Zephyr


Posted Feb 2, 2010, 11:01 pm
*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. 
Nekojin


Posted Feb 2, 2010, 11:03 pm
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. =^_^=
Procyon


Posted Feb 3, 2010, 1:44 am
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.
*Urban Decay*


Posted Feb 22, 2010, 12:58 am
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.
Zephyr


Posted Feb 26, 2010, 7:23 pm
*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. 

pook


Posted Mar 21, 2010, 11:26 am
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.
*Dark Tempest*


Posted Mar 22, 2010, 1:18 am
Triple that. I'm about to get my first 50 spec scout and the option between those 3 specs would be perfect.
*Longo*


Posted Mar 24, 2010, 11:18 pm
Rogue Specialism.

Available under Scouting and Leadership.

Due to your excellent planning and scheming during scouts, there is a chance that you do not take a faction hit on your scouting attack.
*goat starer*


Posted Mar 24, 2010, 11:28 pm
mechanic skill

space cadet - excellent at maximising the load space in vehicles. cars in the same town get an extra 5 bulk capacity per level
*Burden*


Posted Mar 24, 2010, 11:37 pm
Just give a woman character a "Mom" spec and that will utilize the bulk better. :p
*Rahn*


Posted Mar 24, 2010, 11:59 pm
First Aid Skill

Group Health Care Specialization

Improves healing rate of all gangers in the same town.
Bruv


Posted Mar 26, 2010, 1:22 pm
Very keen on getting more options for scout skills but can't improve on previous ideas at the moment.

Haggler - a leadership skill that gives you a bonus to the cost of bulk goods.

Reflexes - puts you higher up the firing order e.g. +10 spd

Specialist - specific weapon specialisms for machine guns, rockets, etc. possibly a penalty to others.

Drifter - reduces/negates the speed penalty when countersteering.

Drunken Master - big bonuses to some stats (courage, driving, gunnery) when drunk or stoned until first failed roll, then big penalties possibly with increased health consequences.

Mountaineer - bonuses to DRV on slopes
*Dark Tempest*


Posted Apr 20, 2010, 10:12 pm
Scouting Spec

"Spotter" - Without changing the CR of an opposing squad, slightly increases the chance of them having rares.

Would be a perfect combat spec beside the already in place travel spec.
johnny go


Posted May 29, 2010, 8:08 am
scout- hunter, for bagging beastys!

scout- local knolege, gives a souting outing bonus for a specific area/map?

Armisius


Posted Jun 3, 2010, 12:37 am
Specialism suggestion:
"Sharpshooter" or "Eye of the Tiger" or "Crackshot" or "Insert clever name here" : this advanced gunnery specialism enables the character to gain 3 rounds of continuous fire bonus on the first round that the ganger targets a vehicle.

Specialism suggestion: "Pyromaniac", increases accuracy and damage with all manner of flame weapons both vehicle mounted and ped weapons, flamethrower, heavy flamethrower, hand flamer, Molotov ####tails, flaming oil jet etc.... If it burns this specialism will make it burn hotter!

Pedestrian Specialism: "Shot-putter Extraordinaire" or "Extreme Shot-putter" This pedestrian can hurl thrown weapons with greater accuracy and distance, this applies to grenades, Molotov ####tails and any other thrown weapons that I can't think of right now.

"Cardio"- this pedestrian can run faster, kind of like "Jump start" for drivers.

"Tallahasee" - this pedestrian special does extra damage to mutants and double damage to Zombies with all sorts of weapons.
LoSboccacc


Posted Jun 7, 2010, 6:56 am
driving skill - pro driver

this specialism will mark the car ghost tires on a different color depending on their lateral velocity (eg skidding amount)

green <0.5mph
yellow <2.5 mph
red above (red should coincide with the lateral speed on which the black skidmark appears on the road)

so you know when the car is oversteering, understeering or anything
Delfino


Posted Jun 26, 2010, 3:11 am
'Jackson Pollock' (Guns, Large Guns, Ballistics) Greatly improves the effectiveness of the paint gun, paint spray, and heavy paint spray.

'Only a Flesh Wound' (Courage) Reduces the stress penalty for taking injuries.

'Hard Boiled' (Hand Guns) Character makes two attacks when equipped with a pistol, and still spends only one round of ammunition.
*Dark Tempest*


Posted Jun 26, 2010, 6:46 am
Is the RC even discussing options for more Scout specialisms?
johnny go


Posted Jun 26, 2010, 8:15 am
we really nead one, thares oanly negotiator at the moment :-(
Flaming savage


Posted Jun 26, 2010, 9:12 am
First Aid Spec.

General Health Improver. (Couldn't come up with a better name)

Improves general health of a set number of guys per level.
*Longo*


Posted Jun 26, 2010, 10:36 am
*Dark Tempest* said:
Is the RC even discussing options for more Scout specialisms?


I added a thread in the RC for you guys. We havent had any new specs since courage specs were started, if I remember correctly.
*Bastille*


Posted Jun 26, 2010, 11:58 am
I think Burdens Idea for a spotter skill would fit this nicely, for improved ballistics targeting (that is if I remember the idea correctly)
*Tinker*


Posted Jun 26, 2010, 1:52 pm
Flaming savage said:
First Aid Spec.

General Health Improver. (Couldn't come up with a better name)

Improves general health of a set number of guys per level.


lol Yoga guru :D
*Dark Tempest*


Posted Jun 26, 2010, 4:04 pm
Thanks Longo, hopefully it's fruitful. :)
Parapsycho


Posted Oct 10, 2010, 2:35 pm
I dunno if anyone has suggested this yet, but, In towns without hospitals (i.e the truckstops), it would be cool to use your First Aid guys as kind of a makeshift hospital team using a 'Doctor' Spec.

Maybe you could have it to where you can select how much attention is paid to particular gangers. So, you could have 1 doctor attending to 10 people, but they would only heal 10% faster, where as if you had 1 doctor to 1 patient, they would heal 100% faster (Twice the 'natural rate')

One downside is that it would reduce the need to transport gangers to towns with hospitals, but it would also give FA characters something to do and train on.
*Maxxed*


Posted Oct 10, 2010, 11:20 pm
Ambidextrous

2 pistols

or pistol and knife/sword/handhammer
Parapsycho


Posted Oct 12, 2010, 2:51 am
Maxxed said:
Ambidextrous

2 pistols

or pistol and knife/sword/handhammer


If the dual pistols fired in the same turn, it would pretty much balance out the downsides (low mag size/dmg) of pistols, IMO.

*Maxxed*


Posted Oct 30, 2010, 3:12 pm
Navigator - Scout Specialism

*Decreases fuel consumption and travel times.
*Maxxed*


Posted Oct 30, 2010, 3:13 pm
Physician/Doctor - Improves healing rate slightly (even in towns with hospitals)

NB: DOC6 almost as effective as SS hospital...possibly consumes medical supplies?
*Maxxed*


Posted Oct 30, 2010, 3:22 pm
Grenadier - Handgunner Spec

*Improves range and accuracy of thrown weapons.

Brawler - Leadership or Handgunner

*Improves Melee damage and accuracy.

d0dger


Posted Oct 30, 2010, 3:28 pm
Maxxed said:
Grenadier - Handgunner Spec

*Improves range and accuracy of thrown weapons.



Isn't that long throw?
JS


Posted Oct 30, 2010, 3:43 pm
Dropped Weapons Skill. Then some specs to go with it.
*Tinker*


Posted Oct 30, 2010, 4:13 pm
JS said:
Dropped Weapons Skill.  Then some specs to go with it.


Isn't there some specs for that already under driving and trucking?
JS


Posted Oct 31, 2010, 2:37 pm
*Tinker* said:
JS said:
Dropped Weapons Skill.  Then some specs to go with it.


Isn't there some specs for that already under driving and trucking?


There are, but why not have a specific skill for dropped weapons?  Gives more depth, and something else to train. 
*Maxxed*


Posted Nov 1, 2010, 3:17 pm
Backseat driver - Leadership/Scouting/Driving

*Gives bonus to the drivers skill when a passenger
*Grograt*
gary.r.horder@gmail.com

Posted Nov 1, 2010, 3:24 pm
Maxxed said:
Backseat driver - Leadership/Scouting/Driving

*Gives bonus to the drivers skill when a passenger


My Mrs you mean LOL she doesn't help my skilled driving i can tell you  :p
*Rev. V*


Posted Nov 1, 2010, 3:38 pm
"Watch out for that lorry!!! The light changed!!!....Look out, don't hit that squirrel!!! *SLAP* Damnit! FOCUS!!!!! Do you even HEAR a single word I'm SAYING?!?!?!?"

Grog, how can that NOT help?
JS


Posted Nov 1, 2010, 5:26 pm
Maxxed said:
Backseat driver - Leadership/Scouting/Driving

*Gives bonus to the drivers skill when a passenger


LMAO.  Maybe negative specs should introduced.  Kinda like drugs. 

Back Seat Driver = Reduce skill in driving, lol. 

Hmm, maybe some others. 

Pants Pisser = negative courage for all in the car when they guys goes yellow stress as he tends to soil himself. 

Cross Eyed = Negative to weapons spec.

Two Left Thumbs/Knuckle Crusher = Tends to mess up any mechanical work, negative to mech.

Girly Runner = Negative to movement speed as a ped

Trigger Happy = Tends to shoot without orders.



*Grograt*
gary.r.horder@gmail.com

Posted Nov 1, 2010, 6:00 pm
lol...i like
*Rev. V*


Posted Nov 1, 2010, 7:20 pm
"Pants Pisser = negative courage for all in the car when they guys goes yellow stress as he tends to soil himself. "

Actually, you'd probably have to stack that with a substantial toughness mod.
Well, that is if you want the ganger to survive getting thrown out of the car at 60mph while embarking on his new career as chaff....
Ruv


Posted Nov 3, 2010, 3:26 am
Marrkos said:
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).




depending on the dificulty of coding a 2 skill spec this one seems a perfict candate for scout and any driving skill
Marrkos


Posted Nov 3, 2010, 3:31 am
Ruv said:

depending on the dificulty of coding a 2 skill spec this one seems a perfict candate for scout and any driving skill


Meaning you must have a Scouting skill of X and any driving skill (Drv, Trk, Cyc) of X (or Y)?

Otherwise, specs available from multiple skills are already available (which I'm sure you know, right?).

I meant the latter when I made the original post.
*Maxxed*


Posted Dec 1, 2010, 3:25 pm
Xenobiologist - 100Med = Decreases aging on mutants.
Juris


Posted Dec 6, 2010, 11:06 pm
Mechanic:
Pit Crew: Increases speed of in-town repairs

First Aid:
Prosthetics (or Cybernetics): Allows two replacement organs per level.
*Maxxed*


Posted Jan 3, 2011, 8:51 pm
"Charismatic" - Leadership Spec

Effect: Morale Boost allowing 220+

Alternatively 200+ morale with:

<200 morale bonus - ldrship=(square root of ldrship)-100

Kornkob The Dude


Posted Jan 3, 2011, 9:03 pm
JS said:
Maxxed said:
Backseat driver - Leadership/Scouting/Driving

*Gives bonus to the drivers skill when a passenger


LMAO.  Maybe negative specs should introduced.  Kinda like drugs. 

Back Seat Driver = Reduce skill in driving, lol. 

Hmm, maybe some others. 

Pants Pisser = negative courage for all in the car when they guys goes yellow stress as he tends to soil himself. 

Cross Eyed = Negative to weapons spec.

Two Left Thumbs/Knuckle Crusher = Tends to mess up any mechanical work, negative to mech.

Girly Runner = Negative to movement speed as a ped

Trigger Happy = Tends to shoot without orders.





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


Checkers


Posted Jan 9, 2011, 5:23 am
Quote:
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.
*Bastille*


Posted Jan 9, 2011, 8:20 am
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 :( )
*sam*


Posted Jan 17, 2011, 3:10 pm
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)
FireFly


Posted Jan 17, 2011, 3:19 pm
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" ;)
*goat starer*


Posted Jan 17, 2011, 3:29 pm
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)
Zephyr


Posted Jan 31, 2011, 3:49 am
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
Zephyr


Posted Feb 10, 2011, 9:11 pm
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."
*Splash*


Posted Apr 4, 2011, 2:59 pm
"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. :)
Hogfather


Posted May 6, 2011, 3:34 am
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.
*Bastille*


Posted May 6, 2011, 4:40 am
ain't it auto?

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


Posted May 6, 2011, 5:20 am
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?!?!?!?"
*Dark Tempest*


Posted May 6, 2011, 5:54 am
I have saved three gangers lives with a FFA2 ganger.
*Tinker*


Posted May 6, 2011, 9:17 am
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
rafaris


Posted May 6, 2011, 2:39 pm
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.
Kornkob The Dude


Posted May 6, 2011, 2:58 pm
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.
*Rev. V*


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


Posted May 6, 2011, 3:20 pm
:rolleyes:

Oh hell... I agree
Hogfather


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


Posted May 6, 2011, 3:59 pm
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
Hogfather


Posted May 18, 2011, 12:44 am
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.
*Rev. V*


Posted May 18, 2011, 12:47 am
"The value should be market value"

That fluctuates a bit.....and many vehicles are vastly overpriced anyway.
Hogfather


Posted May 18, 2011, 12:54 am
*Rev. V* said:
"The value should be market value"

That fluctuates a bit.....and many vehicles are vastly overpriced anyway.


Thats exactly the point.  The motivating factor for the raiders is to loot your car.  If you are in a town where the market price for xxx is crazy high...all the more reason the raiders are gonna want a very high price to get away.

A side-benefit of such a system is people might actually considering trying out some good, but less spendy, weapons.  Diversity is a good thing.
*Rev. V*


Posted May 18, 2011, 12:58 am
"If you are in a town where the market price for xxx is crazy high...all the more reason the raiders are gonna want a very high price to get away. "

That would be true if the looted vehicles were sold on the open market, but they aren't...
The Bank of SS gets them.
And you KNOW they aren't paying much, if anything, above any town's shop prices.... ;)
Parapsycho


Posted Jun 5, 2011, 6:09 pm
New specialism suggestion:

Weapon Block
A character has the ability to block incoming handweapon fire with a melee weapon. If the projectile is blocked, the melee weapon loses some durability, but the player is saved from injury.

I think this might balance out melee weapons against ranged weapons in ped combat, at least a little.
*JeeTeeOh*


Posted Jun 5, 2011, 6:32 pm
Parapsycho said:
New specialism suggestion:

Weapon Block
A character has the ability to block incoming handweapon fire with a melee weapon. If the projectile is blocked, the melee weapon loses some durability, but the player is saved from injury.

I think this might balance out melee weapons against ranged weapons in ped combat, at least a little.


The Superninjas of Evan, we'll call them.  ;)
Mr_Sinister


Posted Jun 29, 2011, 4:07 pm
Gunnery:
Expert Target Aquisition(Heightened Situational Awareness? Speed Gunner? Or something that sounds cooler):
You get a chance to fire on a target the same turn you target it.

Target an enemy and say 10% of the time at the first level you'll have a little bubble appear that says target aquired, or something of the sort. Or maybe it doesn't even tell you when it works, you just have to check.
*JeeTeeOh*


Posted Jun 29, 2011, 5:01 pm
Mr_Sinister said:
Gunnery:
Expert Target Aquisition(Heightened Situational Awareness? Speed Gunner? Or something that sounds cooler):
You get a chance to fire on a target the same turn you target it.

Target an enemy and say 10% of the time at the first level you'll have a little bubble appear that says target aquired, or something of the sort. Or maybe it doesn't even tell you when it works, you just have to check.


Now THIS is a solid specialization.  :)
*viKKing*


Posted Jul 14, 2011, 6:09 pm
Leadership: rally
Ability to rally demoralized/surrendered gangers to fight back.

It can only be used once/specialism level/event on a selected character (pedestrian) or entire vehicle crew: "unit"
i.e. a character with specialism Rally level 2 can try to rally 2 "units" during current event.

Rally % is based upon following formula: 10*((leadership/2)+(specialism level*5))/distance of selected unit to rally.
e.g. a leadership of 75, level 1 could rally one unit with:
42,5% of chance at 10 m
8,5% of chance at 50 m
*JeeTeeOh*


Posted Aug 7, 2011, 9:44 pm
Relocated from "Suggestions" thread:

Mebbe a scouting spec that allows a talented scout to seek out opposing squads that are somewhat higher CR than their own. Shows up as an additional option when selecting desired opponents...

All this reflects is the scout's attempted tracking of a physically more numerous squad than their own. It should be well within their abilities.
*Maxxed*


Posted Sep 16, 2011, 12:24 pm
A new scouting spec would be cool whatever it is as it seems a shame o only have 1 option.

Perhaps:

Tactician or Guerilla Warfare - increases deployment circle diameter.
*Maxxed*


Posted Sep 16, 2011, 12:45 pm
NB: the above could possibly also be available as a ldrship spec.

And another for the Scouts:

Tracker/Wilderness Lore/Survivalist - significantly reduces the chances of encounters for footsquads.

I still reckon some sort of medic skill that increases in-town healing(esp in truckstops/camps) like the following would be cool:

Surgeon - Increases in-town healing.

plus

Xenophysiologist - decreases mutant aging factor.

Also for scout/leadership:

Martial Arts - Improves melee accuracy and imposes a penalty on enemy melee attacks.

Power Blow(doubles melee damage for one turn - takes a turn or two to 'recharge' or 'reload' <prereq Martial Arts>

Dodge - Pedestrian imposes a shooting penalty on attacker/ped has a 'saving throw' <prereq martial arts>

Smooth Talker/Silver Tongue - reduces morale loss from failer encounters
______________

Leadership Specs

Zombiemaster - All undead type zombies regenerate hit points/have strength and courgage increase or similar

Beastmaster
- as above but for werewolves and pigs.

Alienfismonsterlord - as above for the cool mutie with the blue lips.

Mutant Motivator - Increases mutants training rates at the cost of further increases in aging.

Administration - reduces garage management fees and small reduction in food/water usage
*Maxxed*


Posted Sep 26, 2011, 10:40 am
Sabateur - Scouting&Mech

Allows a chance of sabotaging enemy vehicles b4 a race...failure would have a variety of consequences from loss of rep, ganger injuries or even death.
*Maxxed*


Posted Sep 26, 2011, 10:43 am
Strategist - Leadership & Scouting

Delays respawns by a number of turns or gives more specifuc information about respawn groups positioning or timing (possibly ghosts in spawn location)
*Maxxed*


Posted Sep 26, 2011, 10:56 am
Tracker - Scout

Improves the chance of pulling rare chassis and/or skins.
*Maxxed*


Posted Sep 26, 2011, 11:00 am
Guerilla(or similar) -  Scout (poss Leadership or Mech)

This character booby traps locations in game terms this would mean a variety of dropped weapon spawns surrounding the deploy zone possibly resulting in enemy vehicles spawning on mines HFOJ etc.
*Maxxed*


Posted Sep 26, 2011, 11:03 am
Haggler - Leadership & Scouting

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


Posted Sep 26, 2011, 11:10 am
Engineer - Mech

Allows the repairing of permadamage.

ENG1 - Where permadamage would be 97% it is only 98-99%

ENG2 - Where permadamage would be 97%+ it is only 99%

ENG3 - Possible total repair of permadamage.

NB: Attempting to repair permadamge may result in further permadage or the total destruction of the chassis. It would also require facilities and materials.
*Maxxed*


Posted Sep 26, 2011, 11:15 am
Squadron Commander - Leadership(scout?)

Allows vehicles to deploy with a different starting speed.
*Maxxed*


Posted Sep 26, 2011, 11:18 am
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.
Checkers


Posted Sep 26, 2011, 11:10 pm
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.
Crazy AL


Posted Sep 27, 2011, 5:04 am
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...
JuaN VaLDeZ


Posted Sep 27, 2011, 8:58 am
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?
Fifth


Posted Jan 27, 2012, 12:46 am
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.
*Snipe*


Posted Jan 27, 2012, 1:03 am
LMAO - having druggie problems in the Legion? Might as well move the gang to Elms.
*Bastille*


Posted Jan 27, 2012, 1:12 am
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.
Fifth


Posted Jan 27, 2012, 1:29 am
*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.
*Bastille*


Posted Jan 27, 2012, 1:41 am
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.
*Grograt*
gary.r.horder@gmail.com

Posted Jan 27, 2012, 9:53 am
Jesus man ...it's the end of civilization, who would'nt want to be stoned or pissed  :rolleyes:
Fifth


Posted Jan 27, 2012, 4:16 pm
*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!
*JeeTeeOh*


Posted Mar 11, 2012, 3:15 pm
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.
Tez


Posted Mar 11, 2012, 3:25 pm
*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.
Parapsycho


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


Posted Mar 31, 2012, 10:30 am
agree.

Strong Will Leadership/Scouting Spec

Small courage bonus plus advanced resistance to narcotics.
*Maxxed*


Posted Mar 31, 2012, 10:35 am
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."
*Maxxed*


Posted Mar 31, 2012, 10:38 am
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.
*Maxxed*


Posted Apr 13, 2012, 1:40 pm
Charisma Leadership Spec - allows the recruitment of additional ganger per level at curent threshold.

Prerequisite Skill: Recruitment and/or Motivator

Sarge


Posted May 10, 2012, 10:45 am
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.
BrassFactory


Posted Aug 13, 2012, 8:18 pm
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.
Necrotech


Posted Aug 13, 2012, 9:34 pm
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.

Parapsycho


Posted May 25, 2014, 8:08 am
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.
*Maxxed*


Posted May 26, 2014, 3:55 pm
Spotter(Scouting and/or Ballistics Spec)

Increases accuracy of all ballistics weapons targeted on vehicles within 40/60/80/100m.

Guerrilla (Scouting)

Increases chance of 'ambushing' the enemy and decreases(slightly)the chance of being ambushed. Alternatively increases size of deployment area. (Perhaps even critical success on scout roll allows two or more deployment zones.)
*Maxxed*


Posted May 26, 2014, 4:02 pm
*sam* said:
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.


How about instead of all them just having Engineer increases effective mech skill for MR calculation.

So as not to be overpowering it could be as little as 10% alternatively it could have JR as a prerequisite and be a bit more effective.
*Maxxed*


Posted Jun 26, 2014, 1:04 pm
Zombie Master - Psionics
Parapsycho


Posted May 8, 2015, 4:58 pm
Taunt - Leadership

The character goes over the CB and taunts the enemy. Causes the car that this character is in to draw more attention from enemy AI.
*Splurs*


Posted May 9, 2015, 2:45 am
I really like Joels suggestions above about more mech skills.

Definately bring another aspect to the camp mechanics, i think it would be good.

Would mean you may not just lose another 100 spec'd ganger, you might be losing your head camp mechanic that is speeding up the car production, etc.

Parapsycho


Posted May 12, 2015, 3:06 am
Scrounger- Scouting

Gets extra items from Junk Piles and reduces the chance of spawning creatures while searching through them
*Maxxed*


Posted May 9, 2020, 2:21 am
I'd still love to see some melee orientated specs:

Martial Arts: Increased speed and strength for melee attacks
Parry: Dex based chance to avoid a melee hit.
Dodge: Dex based chance to dodge a ranged attack

Also some stealth specs:

Ninja: Character ped does not appear on the game map for targeting (alternatively cannot be targeted if easier to code) until they are in Xm of an enemy.
Ghost(psionic): Player vehicle (or ped if outside vehicle) cannot be targeted for Y number of turns or until they open fire.

And -

Dampen(psionic): Works like fire extinguisher but can be used on any vehicle in range (including enemy vehicles)
Parapsycho


Posted Jun 24, 2020, 7:09 pm
Suppressed Fire or Hair Trigger

Opposite of Rapidshot for GG, HGG and SMG. Allows the gunner to fire one round of a repeating weapon.

Would be useful for firing into breached cars to reduce damage to internals.

I would imagine this as an extra firing menu option. "Suppress Fire {Weapon}. You could make it a success roll-based action like RS, where the character attempts to suppress the fire, but it could fail.

Or maybe, you could right click a weapon and toggle between Normal, Rapid, and Suppression fire, and the Character would attempt to use the selected firing mode.
Grimm Sykes


Posted Jul 11, 2020, 11:37 pm
*Parapsycho* said:
success roll-based action like RS,


I've had many characters rapid-fire with any specs or skills, so I seriously doubt that's how the ability works
Parapsycho


Posted Jul 12, 2020, 6:22 am
Grimm Sykes said:
*Parapsycho* said:
success roll-based action like RS,


I've had many characters rapid-fire with any specs or skills, so I seriously doubt that's how the ability works


Do you mean without any specs or skills?

RS gives you a chance to get an extra shot in when set to repeat fire. Call it what you want.

Shouldn't be Rapid-firing if you don't have the spec...
*Maxxed*


Posted Jul 12, 2020, 7:29 am
There was talk of changing Cyclist to Compact...personally I reckon 4WD would make more sense.

Specialism sub-set:
*Cat's Feet* - reduces chance of vehicle turtling.
*Hill Climbing* - torque increase
*Pathfinder* - as per scout
*Offensive Driver* - as per diving skill
NB: No defencive driver option.

Parapsycho


Posted Aug 27, 2020, 8:25 am
Soft Target Specialist [ST]:
Reduces the damage a character does to armor with weapons
Increases the Damage done to enemy characters once armor is breached/peds.
I guess you could explain this as the character knowing where to shoot to cause the projectile to ricochet inside the enemy vehicle.

Mixologist
Increases the duration of ground based effects on weapons.
Applies to OJ/HOJ, FOJ/HFOJ/Napalm, Paint, and Smoke
KingEridani


Posted Jan 17, 2021, 5:24 pm
Parapsycho said:
Soft Target Specialist [ST]:
Reduces the damage a character does to armor with weapons
Increases the Damage done to enemy characters once armor is breached/peds.
I guess you could explain this as the character knowing where to shoot to cause the projectile to ricochet inside the enemy vehicle.

Mixologist
Increases the duration of ground based effects on weapons.
Applies to OJ/HOJ, FOJ/HFOJ/Napalm, Paint, and Smoke


...and makes a good brew.

How about a 'Spread-fire Specialist" (SS) to go with ST, giving you a bonus to all shotgun and flechette weapons.

Back