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If you were going to change characters..., ... what would you do?
*Ninesticks*
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As per the title.
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vet wv marshal pvp4 community pvp20,1,0

Posted Jan 12, 2013, 1:50 pm
*Rev. V*
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Can't say that I'd change.....
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vet wv zom marshal paintladder cont

Posted Jan 12, 2013, 4:30 pm
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I'd change the specs so that they relate to a very specific, and narrow portion of the character's attributes. In other words, there should not be a single spec that outshines all the others because it applies to a wide variety of very different aspects of character use (e.g. sniper spec).

I'd also get rid of drug addiction as a random nuisance. Drugs should be available if the player decides to make them available to his gangers. The player would have to accept the benefits with the disadvantages. I'm sure others could come up with a bunch of RP reasons why this shouldn't be, but the bottom line is that driving characters to Elmsfield for rehab is an imposed chore.
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vet combatL1 wv cont0,5,0

Posted Jan 12, 2013, 11:28 pm
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I'd also lower the skill cap to a maximum of about 150...

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

1. New players are so afraid of veteran uber-gangers that they automatically shy away from PvP situations
2. Veterans start pampering their uber-gangers through a boring, systematic playing style
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vet combatL1 wv cont0,5,0

Posted Jan 12, 2013, 11:37 pm
*sam*
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Put in character personalities and inter-relationships, along the lines of Dwarf Fortress.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 13, 2013, 5:55 pm
*goat starer*
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More relationship stuff

Make training entirely in the field below a lowish point

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

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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Jan 13, 2013, 10:32 pm
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Swap the skill system for a weapon proficiency system, along the lines of...

Machineguns
Lasers
Whatever the heck is else.

A good rifleman might not a good laserguy make.
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Jan 13, 2013, 10:36 pm
*Rev. V*
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Make it so that my gang can earn money from pimpin' that ass....
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vet wv zom marshal paintladder cont

Posted Jan 13, 2013, 11:57 pm
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Wait...what is that?... DO I hear the HOLY ROLLERS? Yes I think they are preaching and converting your nuns again...

*Rev. V* said:
Make it so that my gang can earn money from pimpin' that ass....
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vet wv santa1 deathrceL1 pvp4 gwped raceL1 combatL1 paintladder pvp3 ped2 pvp5 semiprocombat circuit2 pvp1 pvp2 slay2013 gwextrav triangle1

Posted Jan 14, 2013, 12:06 am
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Groove Champion said:

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


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

Posted Jan 14, 2013, 3:11 pm
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Maybe make it a risk of doing narcotics supply runs.
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vet wv ss2fl67 pvp5 paintball pvp3 pvp2

Posted Jan 14, 2013, 3:24 pm
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Groove Champion said:
I'd change the specs so that they relate to a very specific, and narrow portion of the character's attributes. In other words, there should not be a single spec that outshines all the others because it applies to a wide variety of very different aspects of character use (e.g. sniper spec).


word

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

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

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


Word...
                    again..
                                              so words...
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vet wv

Posted Jan 18, 2013, 1:58 am
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goat starer said:
Remove the skill limit accross the board and make it variable depending on characteristic

I 5th this point.

55555
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vet wv gwextrav e2g marshal pvp4 pvp3 pvp2

Posted Jan 18, 2013, 7:40 pm
*Tinker*
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*Marc5iver* said:
goat starer said:
Remove the skill limit accross the board and make it variable depending on characteristic

I 5th this point.

55555


I don't get it was does it mean depending on characteristic?
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Jan 18, 2013, 10:20 pm
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Is DW2 an MOMRPG thingy?

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

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

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

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

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

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


and what Sam said about character interrelationships

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

Also have some gangers be Unique Gifted "Naturals" in some skills, not a flat cap point across the board
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Jan 18, 2013, 10:39 pm Last edited Jan 18, 2013, 10:52 pm by *Tinker*
*Bastille*
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I like all that stuff

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

This could be done different too imo.

* * *


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


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

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


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

Thats why I like drugs the way they currently work.

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

* * *


I like FireFlys skills idea. Breaking stuff down into weapon types. Characters have their hidden talents, often the skill they have best at recruitment, but could be something they yet do not know about themselves.
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Jan 18, 2013, 10:50 pm Last edited Jan 18, 2013, 10:55 pm by *Bastille*
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I like the idea of relationships between characters - but I'd also like to see gangers develop links with certain vehicles. I often load up a certain set of gangers in a certain vehicle and it would be nice to see that relationship between vehicle and crew recognised in some way... "oh no it's the Famous Duck In Custard, that bastard "The Bassist" is on the car cannon, get me behind some cover fast!" (maybe some sort of fear effect on NPC gangs - not sure)

As players many of us probably already build up these relationships between their crew and vehicles - I just wonder if it would be something which could be integrated - or maybe it should stay as a RP element.
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vet wv zom circuit1 storm2013 circuit3 marshal pvp2 ped2 pvp4 circuit2 ped1 gwped0,1,0

Posted Jan 18, 2013, 10:51 pm
*Rev. V*
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"I like the idea of relationships between characters"

Cestus Dei is full of relationships.

Hot, sweaty, nun on nun, relationships......
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vet wv zom marshal paintladder cont

Posted Jan 19, 2013, 2:39 am
*sam*
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Lots of good ideas in here! :cyclops:
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 19, 2013, 11:33 pm
*Rev. V*
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Well, yeah?
Hot sweaty nun on nun action?
How could you think that is a BAD idea?
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vet wv zom marshal paintladder cont

Posted Jan 20, 2013, 5:44 am Last edited Jan 20, 2013, 5:51 am by *Rev. V*
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