[IDEA] Character special skills[message #280737]
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Wed, 25 May 2011 21:15
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Taro_M |
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Messages:292
Registered:November 2008 |
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Im sure it has been discussed before, but I just got great (at least I think its great) idea how to add bit more RPG elements to JA2.
I noticed that merc levels dont do all that much, or at least it dosent feel like they do. So I think it would be great to tie specials skills system to levels. It would very easy, you gain level you gain skill point (or more) you can spend on special skills.
Skills would be divided into skill trees representing special roles on the battlefield, so you would have Sniper tree, Squad Leader tree, Medic tree, Assault tree and so on.
The skills you choose when creating a merc, like squad leader or sniper, would be removed from there and their bonuses would be scattered around skill trees. At start you would get first skill point to put it somewhere
Special skills and merc's own stats would be separate, so it would be perfectly possible to have Medic with 100 marksmanship, he will be a great shot, but he wont be as effective as trained sniper with all skills from sniper tree.
Some skills ideas I already have:
Sniper:
* Sniper posture - merc will go into special posture when using rifles, slight bonus when shooting from crouching or standing position
* Rapid rechamber - less AP needed to rechamber bullet in bolt action rifles
** Lighting fast rechamber - rechambering bullet costs 0 AP
* Sniper & Spotter - sniper gets bonus to aim if he is together with spotter that has binoculars and can see same enemy as sniper aims at
* High ground - sniper gets bonus to aim if he is on the roof
* Fast target reaquire - sniper dosent get penalty for shifting aim to different enemy (if he dosent need to move)
* Stealth - sniper is hard to spot if he remains immobile and prone
Squad Leader:
* Inspiring - mercs around squad leader get +5% AP
** Inspiring II - +10% AP for mercs around squad leader (cumulative), bonus to aim for mercs around squad leader
* Awe inspiring - if squad leader kills enemy all mercs around him get morale boost
* "Fight through the pain you dogs!" - penalties for wounds are smaller if wounded merc is close to squad leader
* Courageous leader - +50% suppression resistance
** Fearless leader - +100% suppression resistance
* Leader - faster militia training
Assault:
* Dynamic entry - can kick down the door/ little AP needed to open the door
* Shotgun specialization - less AP needed to pump the shells
** Shotgun Mastery - pumping shell takes only 1 AP, bonus to aim when firing shotgun from the hip (firing without any aiming)
* Fast Reflexes - if enemy is very close less AP is needed to ready the gun and fire (aiming costs are normal)
** Lighting fast reflexes - very high chance to interrupt if enemy is very close
* Melee - less AP needed for melee attacks
* Gas mask mook - no penalties when wearing gas mask
* Moving target - merc is very hard to hit when he is moving
* Combat stance - no/ very little AP is needed to prepare gun if merc walks or sidesteps
Medic:
* Professional first aid - bandaging greatly decreases wound penalties
* Aid under fire - when enemy is near bandaging is MUCH faster
* Surgeon - can perform surgery that returns lost stats
* Life Saver - if there is more then 2 wounded mercs around medic, that medic gets bonusto AP/ movement and first aid takes less AP
Spec Ops:
* Night ops - bonus to sight during the night, NVG are give more sight range
** Night ops mastery - merc gets very little penalties when fighting at night
* Sneaky - makes no sounds if prone, walking or crouched (while in stealth mode)
** Stealth run - no sounds when running (while in stealth mode)
* Camouflage - camouflage least longer and is more effective (enemies have harder time to spot spec ops merc)
** Camouflage expert - always 100% camouflage
* "Dont mind that bush" - nearly impossible to spot if prone and immobile
* Knife nut - knifing takes very little AP
** Knife Thrower - more accurate and longer range knife throwing
* Pistol specialization - less AP needed to ready and fire pistols
** Machine pistol specialization - less AP needed to ready and fire machine pistols
* Spotter - gives bonus to sniper as per "Sniper & Spotter" special skill, more view range using binoculars
* Silent takedown - if punches unaware enemy that enemy is killed on the spot/ is rendered unconscious without causing the alarm
*Scout - prevents ambushes
** Master Scout - shows number of enemies in current sector and marks neighboring enemy sectors with "?"
Damn it! Its too much, I still want to write stuff for engineer, heavy weapons specialists and machine gunner, but I just cant anymore . I think those ideas are good for now to start discussion on this.
[Updated on: Wed, 25 May 2011 21:15] by Moderator Report message to a moderator
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Master Sergeant
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Re: [IDEA] Character special skills[message #280768]
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Thu, 26 May 2011 08:16
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relnor |
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Messages:57
Registered:April 2011 Location: Philippines, Cebu |
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looks promising, might need a few tweeks. i like the way you just name it melee attacks rather than separate it like unarmed, knife or blunt (for me, if i learn unarmed, i relate it to weapons or the other way around anyway) if you want to be better in melee overall
hmm it seems like more mercenary customization, which is good in someway.
but this also means the enemy has them too right?
lol at dynamic entry, but serious like i would do that if it is possible. (i smell strength training abuse here)
anyway, i cant tell this is good or not but for now i ll see how this goes
edit: about the no sound while sneaking thing. i think its better to just add stealth rating then just to remove sound enterly, most armors have bonus or penalty to stealth therefor adjusting the noise on movement while sneaking. silent movement on full eod suit or other heavy armor is odd and probably cheating and it also makes lbe & armor that adds stealth somewhat useless(some has camo bonus)
[Updated on: Thu, 26 May 2011 08:38] by Moderator Report message to a moderator
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Corporal
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