Darkwind - Viewing Topic: If you were going to change characters...
Welcome Guest! » Darkwind » Discussion » Darkwind 2 » If you were going to change c...

Pages: << prev 1, 2 next >> Reply to Topic Create New Topic Create New Poll
If you were going to change characters..., ... what would you do?
*Ninesticks*
The Wombles
Darkwind Guru

Renegade

Avatar

Member Level

Group: Marshals + Rule Council
Posts: 3,371
Joined: Apr 11, 2008

Send an email to *Ninesticks* Send a personal messsage to *Ninesticks* Reply with a quote from this post Go to the top of the page

As per the title.
.........................
vet wv marshal pvp4 community pvp20,1,0

Posted Jan 12, 2013, 1:50 pm
*Rev. V*
Cestus Dei
Darkwind Guru

Civs Faction

Avatar

Member Level

Group: Marshals + Contributors
Posts: 3,208
Joined: Aug 3, 2010

Send an email to *Rev. V* Send a personal messsage to *Rev. V* Reply with a quote from this post Go to the top of the page

Can't say that I'd change.....
.........................
vet wv zom marshal paintladder cont

Posted Jan 12, 2013, 4:30 pm
Groove Champion
The Groove Champions
Darkwind Guru

Renegade

Member Level

Group: Members
Posts: 4,813
Joined: Sep 16, 2008

Send a personal messsage to Groove Champion Reply with a quote from this post Go to the top of the page

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.
.........................
vet combatL1 wv cont0,5,0

Posted Jan 12, 2013, 11:28 pm
Groove Champion
The Groove Champions
Darkwind Guru

Renegade

Member Level

Group: Members
Posts: 4,813
Joined: Sep 16, 2008

Send a personal messsage to Groove Champion Reply with a quote from this post Go to the top of the page

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
.........................
vet combatL1 wv cont0,5,0

Posted Jan 12, 2013, 11:37 pm
*sam*
The Salthill Sluggerz
Darkwind Guru

Renegade

Avatar

Member Level

Group: Lead Developer
Posts: 16,781
Joined: Jan 19, 2006

Send an email to *sam* Send a personal messsage to *sam* Reply with a quote from this post Go to the top of the page

Put in character personalities and inter-relationships, along the lines of Dwarf Fortress.
.........................
marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 13, 2013, 5:55 pm
*goat starer*
Special Circumstances
Darkwind Guru

Evan Reds Faction

Avatar

Member Level

Group: Contributors
Posts: 10,908
Joined: Oct 29, 2007

Send an email to *goat starer* Send a personal messsage to *goat starer* Reply with a quote from this post Go to the top of the page

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

.........................
vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Jan 13, 2013, 10:32 pm
FireFly
Anarcho-Pumpkin Privateers
Darkwind Guru

Renegade

Member Level

Group: Members
Posts: 5,468
Joined: Mar 3, 2008

Send an email to FireFly View FireFly's MSN profile Send a personal messsage to FireFly Reply with a quote from this post Go to the top of the page

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.
.........................
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*
Cestus Dei
Darkwind Guru

Civs Faction

Avatar

Member Level

Group: Marshals + Contributors
Posts: 3,208
Joined: Aug 3, 2010

Send an email to *Rev. V* Send a personal messsage to *Rev. V* Reply with a quote from this post Go to the top of the page

Make it so that my gang can earn money from pimpin' that ass....
.........................
vet wv zom marshal paintladder cont

Posted Jan 13, 2013, 11:57 pm
Necrotech
Vendetta Inc.
Darkwind Guru

Mutants Faction

Member Level

Group: Members
Posts: 1,872
Joined: Jul 18, 2011

Send an email to Necrotech Send a personal messsage to Necrotech Reply with a quote from this post Go to the top of the page

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....
.........................
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
Fifth
Fifth Legion
Autodueller

Renegade

Member Level

Group: Members
Posts: 480
Joined: Jan 3, 2010

Send an email to Fifth Send a personal messsage to Fifth Reply with a quote from this post Go to the top of the page

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.
.........................
vet wv

Posted Jan 14, 2013, 3:11 pm
This member is currently online PvtParty
Paceys Raiders
Darkwind Guru

Mutants Faction

Member Level

Group: Subscribers
Posts: 709
Joined: Aug 5, 2012

Send an email to PvtParty Send a personal messsage to PvtParty Reply with a quote from this post Go to the top of the page

Maybe make it a risk of doing narcotics supply runs.
.........................
vet wv ss2fl67 pvp5 paintball pvp3 pvp2

Posted Jan 14, 2013, 3:24 pm
Blaer
Andre Assault
Autodueller

Renegade

Member Level

Group: Members
Posts: 276
Joined: Mar 9, 2008

Send an email to Blaer Send a personal messsage to Blaer Reply with a quote from this post Go to the top of the page

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...
.........................
vet wv

Posted Jan 18, 2013, 1:58 am
*Marc5iver*
5ive Crew
Darkwind Guru

Renegade

Member Level

Group: Marshals
Posts: 1,354
Joined: Oct 10, 2008

Send an email to *Marc5iver* Send a personal messsage to *Marc5iver* Reply with a quote from this post Go to the top of the page

goat starer said:
Remove the skill limit accross the board and make it variable depending on characteristic

I 5th this point.

55555
.........................
vet wv gwextrav e2g marshal pvp4 pvp3 pvp2

Posted Jan 18, 2013, 7:40 pm
*Tinker*
BibleThumpers Anonymous
Darkwind Guru

Mutants Faction

Member Level

Group: Marshals + Contributors
Posts: 4,546
Joined: Aug 1, 2008

Send an email to *Tinker* Send a personal messsage to *Tinker* Reply with a quote from this post Go to the top of the page

*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?
.........................
vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Jan 18, 2013, 10:20 pm
*Tinker*
BibleThumpers Anonymous
Darkwind Guru

Mutants Faction

Member Level

Group: Marshals + Contributors
Posts: 4,546
Joined: Aug 1, 2008

Send an email to *Tinker* Send a personal messsage to *Tinker* Reply with a quote from this post Go to the top of the page

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
.........................
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*
Raging Scavengers
Darkwind Guru

Evan Reds Faction

Avatar

Member Level

Group: Marshals + Contributors
Posts: 7,513
Joined: Mar 31, 2009

Send an email to *Bastille* Send a personal messsage to *Bastille* Reply with a quote from this post Go to the top of the page

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.
.........................
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*
*K1500*
Big Dumb Object
Autodueller

Deathrace Mafia Faction

Avatar

Member Level

Group: Marshals
Posts: 394
Joined: Dec 29, 2011

Send an email to *K1500* Send a personal messsage to *K1500* Reply with a quote from this post Go to the top of the page

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.
.........................
vet wv zom circuit1 storm2013 circuit3 marshal pvp2 ped2 pvp4 circuit2 ped1 gwped0,1,0

Posted Jan 18, 2013, 10:51 pm
*Rev. V*
Cestus Dei
Darkwind Guru

Civs Faction

Avatar

Member Level

Group: Marshals + Contributors
Posts: 3,208
Joined: Aug 3, 2010

Send an email to *Rev. V* Send a personal messsage to *Rev. V* Reply with a quote from this post Go to the top of the page

"I like the idea of relationships between characters"

Cestus Dei is full of relationships.

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

Posted Jan 19, 2013, 2:39 am
*sam*
The Salthill Sluggerz
Darkwind Guru

Renegade

Avatar

Member Level

Group: Lead Developer
Posts: 16,781
Joined: Jan 19, 2006

Send an email to *sam* Send a personal messsage to *sam* Reply with a quote from this post Go to the top of the page

Lots of good ideas in here! :cyclops:
.........................
marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jan 19, 2013, 11:33 pm
*Rev. V*
Cestus Dei
Darkwind Guru

Civs Faction

Avatar

Member Level

Group: Marshals + Contributors
Posts: 3,208
Joined: Aug 3, 2010

Send an email to *Rev. V* Send a personal messsage to *Rev. V* Reply with a quote from this post Go to the top of the page

Well, yeah?
Hot sweaty nun on nun action?
How could you think that is a BAD idea?
.........................
vet wv zom marshal paintladder cont

Posted Jan 20, 2013, 5:44 am Last edited Jan 20, 2013, 5:51 am by *Rev. V*
Reply to Topic Create New Topic Create New Poll E-mail me when replies are made to this topic View Printable
» Darkwind » Discussion » Darkwind 2 » If you were going to change c...

0.1073 seconds - 30 queries - 1.13 load