Darkwind
vehicle specialisms = permadamaged gear is valuable

simonmaxhill


Posted Oct 28, 2009, 5:19 pm
I read over the whole "item degredation" thread and the two challenges to gameplay that item degredation poses are:

1. players abandon equipment as soon as it is less than 99% (or below 95%)
2. players hoard precious gear and never use it, for fear that it will become perma-damaged

Vehicle customization seems to be a popular solution, but I propose a less player-controlled solution:

Allow vehicles to attain specialisms, like characters, in a way similar to how they acquire vehicle fame

This would achieve some of the effects of custom vehicles, but without the min/max game balance issues.

It would provide a strong motivation to continue to use damaged/degraded equipment, and to risk rare/valuable equipment in game.


I, for one, like to imagine an "old war horse" that a gang keeps in circulation even though the chassis is down to 70%.  Especially if that war horse is a McFly with dual rocket launchers.

The horse was the god of Mongolia.  The car is the god of the Evan.
*sam*


Posted Oct 28, 2009, 5:23 pm
What type of specialisms? Stuff that could be explained as mechanic-tuning? -- extra efficient on fuel use, stronger than normal armour, etc.?
simonmaxhill


Posted Oct 28, 2009, 5:30 pm
Gawd, I should dig up the old thread. Here's a quick brain dump based on my faulty memory:

Good visibility: increases scout effectiveness for vehicle

Stealthed: decreases vehicle's value in terms of making the squad detectable on travels

Brushcutter: vehicle with mounted spikes can cut travel times by 10%

Stable Chassis: reduces recoil from fired weapons

Enhanced gearing: increases acceleration in the 10-30mph range band

High top speed: increases acceleration at higher speeds

Scarred: chassis strength increased 10%

Terrifying: vehicle increases stress levels of enemy vehicles

Off-road chassis: gains some benefit when off-road

Roadster: accel bonus on blacktop

Lucky: counts as having some kind of defensive driver bonus

Beautiful paint: gives squad morale boost when vehicle has recently been "clean restored" (perhaps only for custom skins)

Custom ammo hopper: gives all chars in vehicle a 1 turn reduction on reloading

Stripped: vehicle weight reduced by 10%

as so on. Hopefully nothing game-unbalancing, but definitely reasons to keep a battle-damaged vehicle around.
simonmaxhill


Posted Oct 28, 2009, 5:32 pm
man, I can't believe I forgot this one:

BFF Special: max speed in reverse increased to by 50%
Karz Master


Posted Oct 28, 2009, 5:39 pm
I also made a thread on this

http://www.dark-wind.com/forums2/index.php?a=topic&t=9743
simonmaxhill


Posted Oct 28, 2009, 5:50 pm
I like how Karz's concept combines both cars gaining experience and the resource/management idea of having the gang owner inititate the research/customization.

It's more complicated than how I like things, but I do know a lot of players love complicated.

So the car reaches a certain level of potential, and your mechs see potential in it/finally get it tweaked just right.

Could be something only do-able in camp, too, to push more people into camps and give smaller camps more utility. Or not.
*Ninesticks*


Posted Oct 28, 2009, 5:51 pm
How did you envisage them being earned, selected etc?
*Urban Decay*


Posted Oct 28, 2009, 6:03 pm
Sounds like it should be a cross between Fame generation, and general use similar to how gangers increase thier skills.

Vehicle would have a "skill pool" on it, that you can't see. It would be filled based on Fame generation, and general use. Such as how many enemy cars it has fired upon, how often it gets a killing blow, and how many miles of travel it has gathered.

Once a Vehicle specialism has been earned, you would select it as you do for a ganger, maybe having it only choose from options that it earned.

For example, the proposed Brushcutter option would not be available to a Vehicle that has not or rarely uses Mounted Spikes/Ram.

Something to cut fuel costs would not be on a vehicle that rarely travels to other towns.

The Paranoid Tourist


Posted Oct 28, 2009, 6:08 pm
If you wanted to make this very easily-implemented so that it could be grandfathered in, just give cars a spec for every fame status upgrade. That way any car in anyone's garage could get upgraded as they would've had this been around when they moved up.
simonmaxhill


Posted Oct 28, 2009, 6:09 pm
Honestly didn't think too hard about that detail. Mostly I just thought "this reward would keep permadamaged vehicles in circulation longer, and get people to take their FTs out even at the risk of permadamage."

But here's my initial thoughts:

it shouldn't be super "grindable" - so if its an "achievement" based system, the bars for achievement should be completely secret and difficult to predict.

I'd encourage Sam to come up with a variety of experience levels for vehicles - miles driven (in combat, in travel), damage taken (armor, internal), blood shed (enemy, own crew), etc. Perhaps different combinations would unlock different kinds of modification possibilities?

These would be similar to ganger characteristics, with some visible, and some hidden.

So a car would have a data sheet of:

combat miles
arena miles
travel miles
average speed in wilderness combats
average speed races/deathraces
armor lost
internal damage takent
crew takent
damage inflicted
pedestrian kills
crew kills
heavy weapons fired
light weapons fired
rams
fame earned for gang

Might be too much info to track. I'm not a computer guy, so I dunno. I'm sure a simpler, more abstracted version could be implemented with far less detailed tracking of a vehicles performance. This is a bit nuts and bolts for me, honestly.
Joel Autobaun


Posted Oct 28, 2009, 6:12 pm
Simple - Renowned - pick one, Famous - Pickone, Legendary - pick one.

3 Max.

Perhaps limit certain one to certain chassis types. I.E no strong armour for race cars.

I think this is a great Idea - I might actually care about car fame.
Joel Autobaun


Posted Oct 28, 2009, 6:14 pm
The Paranoid Tourist said:
If you wanted to make this very easily-implemented so that it could be grandfathered in, just give cars a spec for every fame status upgrade. That way any car in anyone's garage could get upgraded as they would've had this been around when they moved up.


Bah you beat me to it.  Good idea.
Karz Master


Posted Oct 28, 2009, 6:14 pm
simonmaxhill said:

it shouldn't be super "grindable" - so if its an "achievement" based system, the bars for achievement should be completely secret and difficult to predict.


Very much agree. Characters are very grindy; wouldn't want this on cars too.
*Tinker*


Posted Oct 29, 2009, 10:28 am
true cars in DW are pretty bland for players, only because they stick largely to a few key chassis,

being able to mod them would be nice, and not nessarly after getting your car renowned, but if you insist;

how about

rounded armor - gains 1 level of toughness
more efficient - save 1 bulk space per weapon/component (might make it possible to find new unique setups for any chassis)


or in a different vein, if you talk to sailors, some will speak of their boats having a "soul"


transfered to a car you might get a bunch of possibilities, in a nut shell

"trustworthy/lucky" - less blue text to you
"cursed" - more blue text to you, or more jamned guns
"fiery spirit" more blue text to others and to you
"peacefull" less blue text to you or others, less stress to you
"arrow" - handles better
"arabian" sometimes "kicks" throwing you like a blown tire, accelerates fast
"pinto" - prone to explode lol
"dragon" - intimidates your oponents
"rolex" - takes a licking and keeps on beating, less chassis damage
"stout/guiness" - handles recoil better
"stable" - shoots farther
"blind" - shoots less far
"tranpeline" - turtles often
"prone" - turtles less
"average" - average

again these are things you can't pick so it won't unballance the game

these "attributes" inherent things would come with the car in varying mixes from the get go, and is something that will be visible to the player after X amount of time (every 10-20 events?), in addition to the fame level
FireFly


Posted Oct 29, 2009, 1:34 pm
As we said in the other thread, whatever specs get in and however you get them, they should still be randomly awarded.

I still don't think this should be tied to the fame of a car.
simonmaxhill


Posted Oct 29, 2009, 2:21 pm
pinto!

FF - I think the fame thing was suggested simply because we already have that mechanism in place. It's a quick and dirty solution rather than a bigger, more complicated implementation.

That said, I'd love if these characteristics were a little easier to come by than a famous or reknown vehicle. I have exactly zero of those and sort of feel that they're the vehicle equivalent of gangers with 300+ skill (i.e. I'm never going to get any).

Maybe the 1st specialism would be moderately easy to get, with the curve getting steeper and steeper as you got towards the later specs?
Karz Master


Posted Oct 29, 2009, 2:55 pm
The 4X aspect - more specifically the Xpand part - can possibly be expanded on by assigning mechanics to R&D on individual vehicles.
The Paranoid Tourist


Posted Oct 29, 2009, 3:00 pm
IF vehicle upgrades happen they need to based on something that's not easy to get and they must be able to be grandfathered in. The only way that I can imagine to do that is to base it on the vehicle's fame status. It's not easy to get a vehicle to renowned, but it's far from impossible. It's much easier, in fact, than getting a ganger to 300. ;) (My highest character is currently at 282 and I've had two legendary vehicles for some time now.)

The idea of 'negative' vehicle statuses seems just silly to me. What happens, I bring home a vehicle one day and suddenly it's crappier than before? This completely negates the idea of giving players more reasons to keep their old vehicles around when they're banged up a bit. Now we'd have to sell them at a reduced price due to their new-found curse.

Also, I really hate the idea of a random specialism for the cars. I don't want to gain something that I have no use for on one of my uncommon or favorite vehicles.

Again, IF vehicle specialisms were to happen (which I don't really think I'm in favor of, at the moment) they should be hard to get due to their potential power, should be chosen, should be able to be grandfathered in, and should probably come with a bit of a CR increase on the vehicle.
Karz Master


Posted Oct 29, 2009, 3:01 pm
The Paranoid Tourist said:
they should be hard to get due to their potential power, should be chosen, should be able to be grandfathered in, and should probably come with a bit of a CR increase on the vehicle.


Agreed. The uniqueness must come at a hefty cost. This IMO makes it a time and resource sink that players might want to consider carefully before venturing forth.
*goat starer*


Posted Oct 29, 2009, 3:19 pm
I like this lot.. and of course they should be tied to the fame of the car ... you should earn a specialism at each of renowned, famous and legendary.

I prefer the specs that are NOT mechanic originated... the car having a soul idea. because mech type changes should be possible just with enough cash.

vehicles that confer bonuses or impediments to crew would be my favorite..

less stress to crew - its a tough old beast.. its survived everything... its not gonna die now!

more stress to enemy - OMG.. its that big yellow thing again.. run away!



*Tinker*


Posted Oct 29, 2009, 6:10 pm
The Paranoid Tourist said:
The idea of 'negative' vehicle statuses seems just silly to me. What happens, I bring home a vehicle one day and suddenly it's crappier than before? This completely negates the idea of giving players more reasons to keep their old vehicles around when they're banged up a bit. Now we'd have to sell them at a reduced price due to their new-found curse.



You didn't read my post completely, it's not about gaining specialisms


Let me elaborate


It's about discovering your car through use, and no i don't want for my car to be renowned before it becomes cursed! That's no logical

The car had it cards dealt to it from the beginning, it's unique right out the box, you just don't know it unless you pay attention to it every time you scout, after let's say 10-20 scouts, you might get a confirmation

By the time your cars renowned, you might already have 2 confirmed attributes, up to you to keep it if it's a lemon... (i have 2 renowned cars i'm guessing it takes 50 scouts to get to that status? and frankly what does renowned get you anyways in-game)?

In brief it's a way to bring more uniqueness to the game
The Paranoid Tourist


Posted Oct 29, 2009, 7:54 pm
I think I understood you, Tinker. I just don't like it. ;) I'd hate to get that new car of mine that I've been yearning for for months just to find that it's crap because of some impediment or another. And like I said, it goes against the founding idea of this thread, which was to make old cars less likely to be traded off should they get chassis damage.

Tinker said:
and frankly what does renowned get you anyways in-game


Not much, really. Though I wonder if my famed vehicles get shot more by the AI. . .
simonmaxhill


Posted Oct 29, 2009, 7:58 pm
Although I didn't suggest these with the spirit of Tinker's post in mind, I'd be a huge fan of discovering "cursed" and "badly aligned" cars through use.

The soul or personality of the car becoming clearer through use is kinda what I was thinking.


I also suggested a totally insane, overblown doll-house feature that would track each character's emotional state and preferences, like "hates rocket enemies" or "is angry at x ganger right now and doesn't want to ride with them." Strange, semi-arbitrary emotional states of all the gangers would be really... neat.
Karz Master


Posted Oct 29, 2009, 8:12 pm
Would be strange though to discover your car is actually cursed when all this time it's been saving your gangers' asses in scouts.

simonmaxhill said:
I also suggested a totally insane, overblown doll-house feature that would track each character's emotional state and preferences, like "hates rocket enemies" or "is angry at x ganger right now and doesn't want to ride with them."  Strange, semi-arbitrary emotional states of all the gangers would be really... neat.


I have something like that in mind too. It's one really long, humongous post, but I don't think anyone's ready for it yet, what with all the numerous bugs still unresolved, and the more urgent requested features.
FireFly


Posted Oct 29, 2009, 8:53 pm
However this goes, just don't have it tied to a car being renowned, unless you are really good, use good skilled gangers, and always roll with an awesome scout, the odds of ever owning a renowned car is, well, unlikely.

I think more than the select few who can keep cars alive long enough should be able to enjoy having "special" cars, hell, I have nothing against a car having negative modifiers, its still my damned car, and I will still drive the damned Peil, or whatever car it might be.
*Tinker*


Posted Oct 29, 2009, 9:42 pm
why do you guys see only the negative? my post was 50% 50% and cursed  [ ok change it to skeachy if you like] was probably the worst of that, you would be pretty happy to get something different would you not?

PT said:
And like I said, it goes against the founding idea of this thread, which was to make old cars less likely to be traded off should they get chassis damage.


Na when i responded i felt it was totally in character with this thread, that was this morning after a good night's sleep, now i'm not sure lol... ok a litle off topic, but the idea was even with bad chassis damage an old car with a lucky roll, or quirks would be harder to let go
*Grograt*
gary.r.horder@gmail.com

Posted Oct 29, 2009, 9:57 pm
FireFly said:
However this goes, just don't have it tied to a car being renowned, unless you are really good, use good skilled gangers, and always roll with an awesome scout, the odds of ever owning a renowned car is, well, unlikely.


I disagree, status for a vehicle can be gained by anybody, all they have to do is not lose vehicle and scout a lot with it.
*Tinker*


Posted Oct 29, 2009, 10:00 pm
*Grograt* said:
I disagree, status for a vehicle can be gained by anybody, all they have to do is not lose vehicle and scout a lot with it.


Disagree, sounds like grinding
Karz Master


Posted Oct 30, 2009, 3:28 pm
goat starer said:
because mech type changes should be possible just with enough cash.


Not necessarily if it can be implemented in such a way that you can only assign one mech to only one vehicle. It will be more of a time sink than a money sink.

Furthermore let's say this system makes research and developing your vehicle almost impossible for mechs without a minimum skill requirement, like say 80 skill - and bear in mind that is the minimum requirement so it will still take a long time. This means you can't just constantly spam $1000 at the tavern and assign each mech to one vehicle.

Hypothetically, let's suppose there is a max limit of only 5 "specialisms" for the vehicle, and each subsequent specialism takes longer and longer to research - supposing that if this idea were really implemented, even a mech with 150 skill will not be able to research the 4th specialism within 2 months. Ideally gangs with good mechs are likely to have only 2 specialisms, if not 3 optimally when considering all the different constraints like time.

Based on an idea such as this, it's possible to predict that eventually all vehicles will, in the long run, be able to accumulate up to the max limit of 5 specialisms - but I reckon it will require your mech clocking in at least 8 months of accumulated game time.

To further tip the scales of weighing resources vs risk, once the mechanic assigned to work on this stops working on it (in the event he dies or leaves the town or for some reason you just want him to stop working on it), then any progress from the nth to the (n+1)th specialism (where n = {1,2,3,4}) will be cancelled. You will still be retained with the n number of specialisms, but you need to re-assign the mechanic in order to get another subsequent spec.
The Paranoid Tourist


Posted Oct 30, 2009, 3:39 pm
*Tinker* said:
*Grograt* said:
FireFly said:
However this goes, just don't have it tied to a car being renowned, unless you are really good, use good skilled gangers, and always roll with an awesome scout, the odds of ever owning a renowned car is, well, unlikely.


I disagree, status for a vehicle can be gained by anybody, all they have to do is not lose vehicle and scout a lot with it.


Disagree, sounds like grinding


It's really not grinding. If you like the car you'll use it. If you don't you won't want specs for it, anyway.

Furthermore, you don't have to scout to get a renowned vehicle. I've got a renowned hotrod which has never left SS. . . unless my gangers put guns on it and took it out when I was sleeping. . .

And, FF, you're wrong on most counts. You have to be good, yes, but you should be to achieve a perk like this. Gangers aren't as important as tactics, and scouts are a handicap at best. I think that most people know that I don't bother with scouting skill much at all, certainly not when on a scout. (That sounds weird, but I think you'll follow).

Oh, and a cursed vehicle isn't my cursed vehicle, it's a cursed pile of scrap and parts. Hopefully the dismantling is close enough to an exorcism.
Bytten


Posted Oct 30, 2009, 4:47 pm
A minor and rather intriguing idea regarding cursed vehicles - a car that has had X passengers die whilst riding in it will be labelled as "cursed". Given the normal way of life in Evan, this might need to be a moderately high number! There are no *obvious* game effects from this status - just the status itself, though perhaps an effect on gang morale/courage would be reasonable. Whether such cars would sell for more or less on the market I don't know!

Curses would be "lifted" when a car is scrapped or sold to Jake's/etc. Successful scouts would also remove curses (say, surviving ten scouts unscathed would negate one death).
*sam*


Posted Oct 30, 2009, 5:54 pm
simonmaxhill said:

I also suggested a totally insane, overblown doll-house feature that would track each character's emotional state and preferences, like "hates rocket enemies" or "is angry at x ganger right now and doesn't want to ride with them."  Strange, semi-arbitrary emotional states of all the gangers would be really... neat.


I actually have a system for this sort of thing half-sketched out already. I shelved it at the time due to other priorities.
Karz Master


Posted Oct 31, 2009, 2:15 am
Simon's thread is stickied but not mine D:
*goat starer*


Posted Oct 31, 2009, 2:27 am
*Tinker* said:
*Grograt* said:
I disagree, status for a vehicle can be gained by anybody, all they have to do is not lose vehicle and scout a lot with it.


Disagree, sounds like grinding



what a bunch of tosh.. i had a renowned car shortly after they appeared because i used limiting factor a lot... it didnt take any great effort.. i now have lots of renowned or famous vehicles.. everyone gets them in the end
FireFly


Posted Oct 31, 2009, 2:37 am
Well, I like the idea of them coming with their "attributes" out of the box, but when it comes down to it, I think it should be based on scouts survived.

As in, after a car has survived a total of 20 - 30 scouts, it will gain 1 positive perk (Randomly assigned), the next one comes at double whatever the previous number was, in this case 40 - 60 scouts more and so on, to balance it out, escaping from a battle would have a negative effect of about -2 scouts

Truces would do nothing, while "winning" a travel would give you half a scout, escaping a travel would have no effect.

Negative perks would be based on the amount of times (lets say 10, then it doubles) the car has taken internal damage, and I mean any internal damage, collisions included, unlucky mortar hits included, basically, anything other than armor damage.

This is an easy system that should work, and again, it needs to be random.

__________________________________________________________

The same could apply to race cars, but now, its based on your positioning, 3rd would give half a "point", second a point and first 2 points, based in the same system, the specs gotten would be racing based.

Negative points and specs in the races would be given from resigning from races and placing in the 2 last spots

Deathracing would be a combination of the two.

There, perfectly fine system worked out, maybe tweak the numbers a little bit, otherwise, there you go.

So, if you read all that, thanks for reading it, and what do you think?

(by the way, I think the numbers for the specs should be quite clear, as in, 25 scouts for the spec, just like with characters)
Karz Master


Posted Oct 31, 2009, 9:01 am
Bytten said:
A minor and rather intriguing idea regarding cursed vehicles - a car that has had X passengers die whilst riding in it will be labelled as "cursed". Given the normal way of life in Evan, this might need to be a moderately high number! There are no *obvious* game effects from this status - just the status itself, though perhaps an effect on gang morale/courage would be reasonable. Whether such cars would sell for more or less on the market I don't know!

Curses would be "lifted" when a car is scrapped or sold to Jake's/etc. Successful scouts would also remove curses (say, surviving ten scouts unscathed would negate one death).


This sounds like a very cool idea.

But I'd also like to see it translated as part of the 4X experience in DW too, to further expand the "Xpand" part of 4X. So.....hmmm...maybe two prongs to this aspect - one as what Bytten mentioned, the other through more usage/mech R&D as mentioned by the rest in this thread?
Crazy AL


Posted Dec 23, 2009, 7:38 pm
Definitely good ideas being thrown around in this thread. I like the idea of cars having some kind of possible 'destiny' associated with them at creation however if this attribute gets implemented, I believe that out of 100 cars created, only a very small portion should have the potential of being 'cursed' and a small portion should have the potential of being 'special'.

The mechanism behind vehicles gaining specialisms should be a combination of things. Age of a vehicle, miles traveled, damage taken, internal damage taken, people killed while inside, scouts won, scouts lost, fame of a gang are all possible factors in determining how a car could gain specialisms. I agree that it shouldn't be a purely grindable effect and the age of a vehicle will limit the grind gain.

Cars with specialisms would go a long way towards making a permadaged car much more desirable as it's chassis declines.
Karz Master


Posted Jan 14, 2010, 9:18 pm
I think this thread deserves a bump.
triad4evr


Posted Jan 30, 2010, 2:08 am
I like a lot of these ideas... I don't care for an assigned Mech or anything like that, I only have a couple good ones at any one time because I lose too many people, so I'd probably never see that feature, but I do have a chance of one of my cars surviving long enough to show some sort of attribute- I mean, I suck, but I have at least a few characters with one or more specializations, I would think my oldest cars might begin to show similar progress.

As far as "cursed", maybe the attribute should be a little bit more balanced- in the sense that there is a net gain of zero... for example, instead of "blind" where the car's guns only tend to miss more from a distance, what if while that was true, the guns also hit just a little harder when they _did_ hit- and this would be the sort of trait a FT or Ram car might roll into. Similar for vehicles that get breached a lot- perhaps they also make the crew harder to demoralize because the crew thinks of themselves as having nothing to lose, since they are likely to die anyway... stuff like that, where it's not really a handicap but still gives more flavor...
VertigoJ


Posted Mar 3, 2010, 10:26 pm
I was really interested to read this thread, even as a noob, because I immediately noticed a "throw-away" culture in DW, and whilst I benefit quite nicely, it doesn't quite tie in with the "it is the apocalypse, there are no Motor vehicle producing giants anymore".
An idea I had, very much based off this thread was the concept of Vehicle synergy.

Bubba has '12 Sunbeam. He uses it near constantly for league races and town runs.
Bubbas sunbeam "earns" a bit better handling. or better braking. Or more controllable powerslides.
Bubba's good friend rides shotgun. He likes to shoot a hell of a lot of things with the twin gats, the chance to pierce armour whilst using Guns in Bubbas sunbeam increases, why? Familiarity. You have a car. the day you edge it out of the showroom, your'e reluctant as hell. 2 years later, your'e reversing out of your driveway at 80 and turning into your direction of travel with a 220 degree spin.
You get behind a shooter long enough, you learn how it handles, where the recoil will take you, how your path of travel affects your aim.
I'd like to see it as specific bonuses for specific drivers in specific cars. Not really grindable. but enough to keep those precious permadamaged wheels in the garage.
*Dark Tempest*


Posted Mar 3, 2010, 10:44 pm
Veritio I love that idea.

Have gunners that say right in there description,

"Expert Front Gatling Gun in CarX"

"Expert Driver in CarY"

"Expert mechanic riding in CarZ"

(From having odd tools and useful scraps accumulated in the car.

"Expert reloading in CarT"

(Know exactly where he want that tenth rocket that always seems to get in everyone else way trying to reload in the Apache in question.)

etc.
FireFly


Posted Mar 24, 2010, 8:30 pm
So... whatever happened to this brilliant idea...?
Oscoda


Posted May 22, 2010, 4:04 pm
Joel Autobaun said:
Simple - Renowned - pick one, Famous - Pickone, Legendary - pick one.

3 Max.


I like this. Perhaps add that at Renowned *and* 5% permadamage, pick one.
Famous *and* 10% permadamage, pick one.
Legendary *and* 15% permadamage, pick one.
Maybe 'cap' a car at one or two, just like players cap at lower levels.
This means cars already in the system don't have to worry about keeping track of kills or other data that isn't tracked now.

Lots of the character specializations could be used to try out the system.  Jumpstart, Offensive driver, Rapid reloading, Engine tuning (for that car specifically), combat psychologist, the courage skills,  all of these could get applied to the car.

The psychologist and courage skills are based off of how the gang sees the car.  A cars personality is pretty much decided at the bar drinking with the gang, so if a couple gangers swear the car saved their life, it changes their mental condition when in the car.
ISHOULDCOCO


Posted Sep 2, 2010, 8:35 pm
I am anti vehicle specialisms

this is my personal opinion, I must emphasize

But it too WOWish , too sentimental.yuck.

This is DW , everything dies. Full stop

It is inconsistent with the ethos of DW

DW is pitiless , not sentimental

It would be just another way for Vets to lord over newbs

another PVP power gap

this is my personal opinion

COCO

Joel Autobaun


Posted Sep 2, 2010, 8:49 pm
Everything DOES NOT die. 96% is as dead as "things" get.

How about implement vehicle specs at the same time make permenant damage go all the way to 0%(gone)?
Khornishman


Posted Nov 8, 2010, 4:04 am
ISHOULDCOCO said:
I am anti vehicle specialisms

this is my personal opinion, I must emphasize

But it too WOWish , too sentimental.yuck.

This is DW , everything dies. Full stop

It is inconsistent with the ethos of DW

DW is pitiless , not sentimental

It would be just another way for Vets to lord over newbs

another PVP power gap

this is my personal opinion

COCO




Except people tend to get sentimental over things...even rough men living on the shady side of the law.

As gritty as DW is... it is conceivable that a ganger, who spends much of his life in car (or several different ones) will take extra care of a favorite vehicle...learn the quirks of a vehicle, tinker with it to get that "little bit extra" out of it...etc...etc.

I think the ethos of DW does support the idea, especially as full scale manufacturing of vehicles does not exist within the background story, but rather a constant salvaging of usable parts from other vehicles.

Even a "new" vehicle from an autoshop can be considered to actually be merely a collection of used parts that do not have "damage" to the systems or structures...yet.

*Tinker*


Posted Nov 8, 2010, 6:42 pm
I'd like to see minor things that make vehicles unique

weather they are specs or special prizes, or camp modified specials

such as built-in MRP, smoke screens, nitro, bigger engines

would be cool if they didn't sacrifice much bulk

just a thought
Khornishman


Posted Nov 8, 2010, 7:31 pm
I'd like to have a veh specialism that allows for a 3rd weapon in a location...
*Rezeak*
reecestensel@hotmail.co.uk

Posted Nov 8, 2010, 7:49 pm
Khornishman said:
I'd like to have a veh specialism that allows for a 3rd weapon in a location...


Far too overpowering IMO.

I'd like to see more subtle things such as giving the occupants inside the car a small courage boost, giving the occupants of opposing cars a slight courage decrease. Small boosts to first aid or mechanic skills. Things like that.
*Tinker*


Posted Nov 8, 2010, 8:06 pm
Khornishman said:
I'd like to have a veh specialism that allows for a 3rd weapon in a location...



i would like it if it was very minor, i.e medium rocket, or perhaps a dropped weapon
FireFly


Posted Nov 8, 2010, 8:45 pm
Exposed heavy rockets :rolleyes:

With the added feature of blowing your car up if they get hit :cyclops:
*Wolfsbane*


Posted Nov 8, 2010, 9:34 pm
Seconded :)
*Grograt*
gary.r.horder@gmail.com

Posted Nov 8, 2010, 9:50 pm
*Rezeak* said:
Khornishman said:
I'd like to have a veh specialism that allows for a 3rd weapon in a location...


Far too overpowering IMO.

I'd like to see more subtle things such as giving the occupants inside the car a small courage boost, giving the occupants of opposing cars a slight courage decrease. Small boosts to first aid or mechanic skills. Things like that.


+1
*Bastille*


Posted Nov 8, 2010, 11:10 pm
Agreed.

Theres talk of cursed vehicles above, could they help courage training... "You're not going out in the cursed Apache of doom are you?"

*sam* said:
simonmaxhill said:

I also suggested a totally insane, overblown doll-house feature that would track each character's emotional state and preferences, like "hates rocket enemies" or "is angry at x ganger right now and doesn't want to ride with them."  Strange, semi-arbitrary emotional states of all the gangers would be really... neat.


I actually have a system for this sort of thing half-sketched out already. I shelved it at the time due to other priorities.


+lots
*Tinker*


Posted Nov 8, 2010, 11:39 pm
Bastiel said:

*sam* said:
simonmaxhill said:

I also suggested a totally insane, overblown doll-house feature that would track each character's emotional state and preferences, like "hates rocket enemies" or "is angry at x ganger right now and doesn't want to ride with them."  Strange, semi-arbitrary emotional states of all the gangers would be really... neat.


I actually have a system for this sort of thing half-sketched out already. I shelved it at the time due to other priorities.


+lots

double + lots
Khornishman


Posted Nov 9, 2010, 12:39 am
*Rezeak* said:
Khornishman said:
I'd like to have a veh specialism that allows for a 3rd weapon in a location...


Far too overpowering IMO.

I'd like to see more subtle things such as giving the occupants inside the car a small courage boost, giving the occupants of opposing cars a slight courage decrease. Small boosts to first aid or mechanic skills. Things like that.


Because 2x ATG in a single location is not overpowering?

It would be reasonable to expect that a vehicle with 3 weapon spots in a single location would lose some or all weapon spots in other locations.

Of course, should weapon mounts be weighted by size, (mg = small mount, HGG = large mount) and such a vehicle have weapon size limitations, then being "overpowered" is scaled down drastically.

Mute


Posted Jan 3, 2011, 2:50 am
I'm a fan of having certain attributes in the car when built, and gaining fame only reveals those attributes. It adds an element of surprise as well as a layer of engagement.

If we're dead-set on making a "gain an attribute" type system, then please make it well hidden. Very well hidden. The level of engagement is lost when a 'bold' car is only a 'bold' car because it's killed X number of enemies. The player doesn't ask "Wow, my I knew that car had some spirit!" and instead just says, " To get this stat boost, I need to do this."  Instead of the player feeling privileged for having a 'bold' car, or wary about having a 'cursed' car, the player is only concerned with a calculation. A "what do I need to do to get this attribute." Thus, the layer of immersion is gone.

Anyways, a few suggestions for some attributes for some cars:

Strait shooter: A slight accuracy boost.

Loose Cannon: A slight accuracy loss, but damage is slightly increased.

Jumpy: The car handles as if it where a little lighter than its actual weight.

Steadfast: The car handles as if it where a little heavier than its actual weight.



*Bastille*


Posted Jan 3, 2011, 5:24 am
Nicely put.
Zephyr


Posted Feb 1, 2011, 8:21 pm
Mute said:
I'm a fan of having certain attributes in the car when built, and gaining fame only reveals those attributes. It adds an element of surprise as well as a layer of engagement.


I agree with this.  Isn't this how characters are already?  That is, they are created with hidden talents that we only discover through months of training and developing them? 
*Rev. V*


Posted Feb 1, 2011, 8:42 pm
How are the talents hidden?

We pick them at the tavern when they level up....
FireFly


Posted Feb 1, 2011, 8:55 pm
Rev. V said:
How are the talents hidden?

We pick them at the tavern when they level up....
Skillcaps?
*Tinker*


Posted Feb 1, 2011, 9:00 pm
Yeah could be nice to discover your car is "faster" or "tougher"

or sad that's it's a lemon :P
Zephyr


Posted Feb 1, 2011, 9:04 pm
FireFly said:
Rev. V said:
How are the talents hidden?

We pick them at the tavern when they level up....
Skillcaps?


Well, beyond skillcaps, I have heard that some gangers have hidden aptitudes for different skills.  For the same amount of experience, they will gain more skill points than someone without the aptitude. 

For example, someone with an aptitude for driving can gain two skill points in an encounter where they were driving, while someone else would only gain one. 
FireFly


Posted Feb 1, 2011, 9:46 pm
Aye Zeph, that is true.

Anyway, I like the hidden attribute idea to.
d0dger


Posted Feb 1, 2011, 9:52 pm
Zephyr said:
FireFly said:
Rev. V said:
How are the talents hidden?

We pick them at the tavern when they level up....
Skillcaps?


Well, beyond skillcaps, I have heard that some gangers have hidden aptitudes for different skills.  For the same amount of experience, they will gain more skill points than someone without the aptitude. 

For example, someone with an aptitude for driving can gain two skill points in an encounter where they were driving, while someone else would only gain one. 


I'm still not convinced of this... so far as I can tell there's just one training form and one skill cap for each character evenly applied to all skills... unless Sam tells us differently.
Mr_Sinister


Posted Jun 17, 2011, 9:46 pm
How about car familiarity for your gangers? If that wouldn't be a nightmare as far as data tracking goes, or isn't already secretly implemented and we jsut don't know about it.

Kind of goes with this topic, jsut in a different sort of way.

Naturally you would be more used to the car you drive the most, and therefore be a better driver with it, or gunner within it. Since all cars even of the same model have slight variations due to imperfect manufacturing, this would be totally explainable, and expected. Maybe even stress reducing factors too, cause "this hunk of metal has never failed to get me through a rough situation".

I know I drive my car better than one I haven't driven very much.

That might be some incentive to hang on to old faithful even after it's perma damage drops below current acceptable levels. Even after it's dropped a bit, due to familiarity it may still perform better than a brand new one would at first.

Edit: I didnt actually read most of the posts on here or search for this, if someone had already mentioned this the plagarism was not intentional.
JS


Posted Jun 17, 2011, 10:07 pm
I had a PSI who must have had a negative aptitude for PSI training, it 12 months of real time, she gained a grand total of 16 PSI points and she was almost exclusively training PSI.
Necrotech


Posted Feb 24, 2012, 9:37 pm
I really like having the car reknown and giving a car hidden talents. It definitely adds flavor and seriously interesting possiblities.

Let a vehicle grab a random trait at each fame level. Definitely would be worth bringing to the table.
FireFly


Posted Apr 7, 2012, 3:16 pm
Hidden car specs, Hidden car specs!

Come on everyone, join the chant :rolleyes:
Joel Autobaun


Posted Apr 7, 2012, 3:47 pm
FireFly said:
Hidden car specs, Hidden car specs!

Come on everyone, join the chant  :rolleyes:


This plus more perm damage to vehicles/weapons/engines.

That way Sam Givith and takith away.
FireFly


Posted Apr 7, 2012, 4:00 pm
Joel Autobaun said:
FireFly said:
Hidden car specs, Hidden car specs!

Come on everyone, join the chant  :rolleyes:


This plus more perm damage to vehicles/weapons/engines.

That way Sam Givith and takith away.
Depends on how you define it... some would call it a double give  ;)
Groove Champion


Posted Apr 7, 2012, 6:36 pm
As long as vehicle specs are relatively weak, I'm all for the idea. Otherwise it heavily favors players who grind the game.

I'm always up for more perma-damage.

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