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Mixed bag of skill specialism suggestions
*Ayjona*
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I thought I'd throw in two specialism suggestions I came across today.

The first one was suggested by someone in the lobby. I am fairly sure it was Victor, but fairly has many times turned out not to be reliable enough ;) Anyways, it was a very good idea, so kudos to Victor, or whoever thought it up.

The idea is a specialty to allow gunners, large gunners and ballistic experts to target and fire on the same turn. Simple, but very, very effective.

The second one is a scouting suggestion I came across in the recesses of my own mind, and it is a fairly specialized one. It allows a skilled scout to look for a particular type of car, or avoid a particular type.

No guarantee he'll succeed, of course, but at least he can try. It could be nicely implemented with a drop-down menu for looking for or avoiding a certain type of car on the scout outside of town page.

If this is too much of a hassle, just give us the option to avoid rocket pickups ;)
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vet marshal wv

Posted Feb 3, 2008, 11:10 pm
Victor
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Mea culpa.

I also came up with a "Deflection Shooter" specialism idea (that may or may not already exist)... which reduces the number of shots required for a sustained fire bonus.

And just now, perhaps some sort of "Precise Placement" specialism for dropped (and/or untargetted) weapons? Increases the effect, whether it's reduced traction for oil, or accuracy penalties for smoke/paint, or chances for spikes/mines to "hit" cars that run over them, more chance to ignite for flamethrower/FOJ, or something of that sort.

I like the scout idea, by the way, and have another one;
A "Tracker" scout specialism might allow the squad ain increased chance of finding a cache belonging to defeated enemies, containing money and trade goods, which would then be lootable after the fight.
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vet wv

Posted Feb 4, 2008, 12:53 am Last edited Feb 4, 2008, 12:58 am by Victor
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Victor said:
And just now, perhaps some sort of "Precise Placement" specialism for dropped (and/or untargetted) weapons? Increases the effect, whether it's reduced traction for oil, or accuracy penalties for smoke/paint, or chances for spikes/mines to "hit" cars that run over them, more chance to ignite for flamethrower/FOJ, or something of that sort.


I would think that "Precise placement" would reduce the skid of dropped mines/spikes, so that they would end up closer to where you dropped them (and therefore, ideally, more on the line where others will pass).
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vet deathrceL1 wv cont

Posted Feb 4, 2008, 4:04 am
*Ayjona*
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Ah, many good ideas. I'm not sure about the "Deflection Shooter". Not because it is not a cool idea in itself, but because the sustained fire bonus might simply not be large enough for the specialism to be worth obtaining. But if it is, the specalism is a great one. To "Tracker" and "Precise Placement", you have my heartfelt yea!

Here is another one that might or might not be a good one:

Gaterunner - Scout specialism. Increased the chances of engaging your enemy outside the town gates of whatever town you are scouting out of. Might also turn one road encounter into a gate encounter on long, dangerous travels.
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vet marshal wv

Posted Feb 4, 2008, 4:10 am
*viKKing*
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Quote:
Gaterunner - Scout specialism. Increased the chances of engaging your enemy outside the town gates of whatever town you are scouting out of. Might also turn one road encounter into a gate encounter on long, dangerous travels.

... and what about a "coward" specialism Ayjona?  ;) j/k
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vet cont zom slay2013 marshal wv

Posted Feb 4, 2008, 7:02 am
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Ayjona said:
The idea is a specialty to allow gunners, large gunners and ballistic experts to target and fire on the same turn. Simple, but very, very effective.


I'm fairly sure this was in the game for a day or two when specialisms were first introdouced but was removed somehow.

You can currently get this with people mashed on zerk sometimes though if you're lucky :)

The scouting specialisms should probably have a downside such as making the scout get worse odds in gates encounters (but gates encounters would be more frequent) etc.

Sam once mentioned the possibility of a mech specialism that would let you make better stuff at camps, I'd really love that.

Trucking could use some cool specialisms as no one really  bothers getting trucking even if they do drive a lot of lorries.

I think in the initial specialism suggestions someone suggested:

Loadmaster - increases availible cargo space of the vehicle (not bulk for weapons to keep things balanced)


I'd also like to see some leadership specialisms:

Recruiter - increases chances of recruiting gang members with above-average skills/stats

Mentor/Teacher/Trainer - gives aslight training bonus to all characters in the same town as the leader when training hits.

Boss - Lets you recruit 1 more gang member over the 40 limit for each level of this perk.

General - Increases the effects of whatever leadership does in events currently.
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Feb 4, 2008, 8:20 am
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another cool idea for weapon specialisms might be like some of the weapon ones like for hv weapons or mg.... add one for car rifles/hv car rfles, smoke/paint weapons, rocket boosters/nitrus, shotguns/flechettes, can unjam them, give more acuracy, cause more dammage, or last longer?
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vet paintball wv1,0,1

Posted Feb 4, 2008, 10:16 am
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ok here are some ideas that dropped out of my irradiated brain.

Scout - to see what you are about to encounter and given a chance to avoid it

Scout - to look for specific chassis

Mech - to pick certain systems to repair on the way back, ie tires, guns

Mech - a chance to repair "unrepairable items" in town right now i have a pile of gatlings, tank guns, etc that are gathering dust.

Mech - a chance to "upgrade" weapons...ie a machine gun "Magnum"

Driver - an abilty called "crowbar" that let's you unturtle?

Driver - and abilty to cut down on recoil of fired weapons?

Driver a defensive ability that lets you decrease your chance of getting shot but also decrease you chance of shooting?

Also Sam if we could revisit the "bouncing" problem. I have fired weapons up and including the m-60 and i just do not think the recoil and impact effects are realistic. I assume the HMG is a 50 caliber machine gun and i can shoot one into a small car all day and it will not scoot or flip. It WILL DIE, horribly and become non functional but it would not flip. Now explosive like rockets and grenades are another matter but I think we need to look at the impact weapons.

Thanks, Sterma
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vet

Posted Feb 5, 2008, 12:06 am
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I think the recoil is more of a gameplay nuance. We had a 5 ton HMMWV run over a paired set of AT mines (30 Lbs total of Comp B ). It destroyed the truck and killed the occupants, but that's it, no flip, no jump, no roll over. Someone driving a Smart Car could mount a .50 and not fear for much recoil IRL.

Course, I've also seen a Nissan Frontier run over a single 15 pound Italian AT mine, and it was actually hard to distinguish that it was a vehicle afterwards, pieces of chassis and personnel were spread over a 100 meter radius...(yes, radius...)
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vet deathrceL1 wv

Posted Feb 5, 2008, 12:16 am Last edited Feb 5, 2008, 12:43 am by Seiler
*sam*
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'Precise placement' already exists BTW, it's called 'minelayer'
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Posted Feb 5, 2008, 12:50 am
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