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Hero Points & Skill Caps
Jaguar
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Taking two threads and rolling them into one mega idea...

Hero points can used to increase the skill cap of one (1) skill of one (1) gang member by ten (10) points. This only affects the skill cap; the gang member still has to actually train the skill up to the new cap. However, there's more...

Using hero points in this way basically amounts to the gang member gaining hero status - they're not the highly skilled people of Evan but the larger than life people (they're the Big Damn Heroes, such as it is). As a result...

...they basically also become big damn targets. The gang they are a part of basically gets a permanent (until the ganger dies or otherwise leaves the gang) small virtual bounty. This doesn't get paid out in anyway and isn't part of the regular bounty; it just represents the fact that some people would want to make a name by contesting the big names. This bounty is counted per hero point spent. Thus even if there is no other bounty on a gang, the occasional one or two bounty hunter or what not will still target such heroes. Their vehicle may also be the subject of more attacks if no other targets are available or if there is an equal valid choice of targets to make.

Secondly, such gang members also impose a special CR penalty for purposes of scouting and travel. CR of pirates and such is calculated normally and vehicles determined; after all that, for each hero in the squad an additional 'tweak' is applied. Note, this does not affect the base composition or change the CR of either side; this is something that happens after. This may be another car, a change in weapons for some of the existing cars, or what not. Basically again, pirates and other types looking to make a name by taking down a highly recognized figure. The sort of penalty and the requirements will vary - it may take more heroic mechanics to generate a significant change compared to just one or two heroic gunner. Alternatively, for heroes in camps, those camps can expect more frequent pirate attacks. Likewise, this is considered for every hero point spent on every hero in the squad.

Lastly, NPCs that face off against heroes will get better, faster (assuming they survive). Every time they face a hero (or heroes), those particular NPCs will get an experience bonus (or whatever the case maybe). Again, it's based off the number of hero points spent on whomever is in the squad.

For gangs that operate mostly to the south where it's more difficult (but consequentially, more hero points to come by) but more powerful stuff is available, this means they can expect harder and harder encounters if they continually grow; the NPCs will grow with them unless they kill them out right (but that then runs the increased risk of destroying valuable stuff) until an equilibrium occurs. For the gangs that operate to the north where hero points are less easy to come by, it'll be mostly the same as it is now.
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vet

Posted Jun 10, 2009, 6:11 am
*Longo*
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I dont see a benefit for my gang using this. The small increase to make my best guys the biggest target in the scout? No thanks.
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Jun 10, 2009, 6:18 am
wounded
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I'm not a huge fan of this suggestion. One of the problems is that a veteran player scouting with new players might bring in a hero and make the encounter that much more difficult for all. Furthermore, making the NPCs get stronger just because they fought a hero would mean that the gang would be more deadly for all, not just for the high level players with the means to cope with them.

There seem to be quite a few suggestions that would make the game more challenging for the top level players. Since there seems to be such a high demand for a bigger challenge I can totally understand why Sam is trying to get the PvP working properly as soon as possible.
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vet wv

Posted Jun 10, 2009, 7:26 am
*Rahn*
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I like the idea of being able to increase the max by the expenditure of HP. I also would not mind if such a ganger got more attention than other gangers. I would hate to see it where all the npcs went after the same vehicle because of how was in it though.

Perhaps another way to do it would be to have the cost of increasing skill maxs on an increasing scale. It would be worth spending some HP a few times but eventually it would not be worth the return.
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vet marshal wv

Posted Jun 10, 2009, 7:27 am
Parapsycho
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I like the idea of diminishing returns on HP for skill/stat cap increases.

Perhaps 1 HP for the first increase, then the cost doubles for each increase of the cap; so 2,4,8,16,32 etc.
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vet wv paintladder

Posted Jun 10, 2009, 3:22 pm
darthspanky
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could also maybe in conjuction send em to hero college cost alot per extra maxed skill point could become a money sink. get all my 99* guys to at least 100 :)
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vet paintball wv1,0,3

Posted Jun 10, 2009, 3:40 pm Last edited Jun 10, 2009, 3:45 pm by darthspanky
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