Home » OTHER STRATEGY » JA3 Wish List » Wish: Skill Lists
Wish: Skill Lists[message #3916] Thu, 27 January 2005 12:32 Go to next message
MagicJuggler

 
Messages:24
Registered:January 2005
At the risk of sounding too RPG-ish, an idea I have is as follows:

Every mercenary has two skillsets (or one specialized list) from which can be learned certain skills. Every time a Lvl is gained, a new skill can be picked.

Examples:
Skillset: Knifing
-Knifing: Same as JA: Provide a bonus to knife damage (reduced to take levels into account.) Multiple levels can be taken.
-Parry: At the cost of 1 AP, a dice roll gives a chance to parry a melee attack.
-Riposte: Any parry may result in a free attack on the attacker. (Requires Parry; costs 4 AP if successful)
-Backstabber: Double damage, plus 100% accuracy, if one sneaks up on the target from behind.
-Blademaster: Wield two knives at a time (Requirement: Ambidexterity).

Feel free to add more.
Re: Wish: Skill Lists[message #3917] Thu, 27 January 2005 12:50 Go to previous messageGo to next message
Scottybrown100

 
Messages:203
Registered:December 2003
Location: Michigan, USA

I almost like the idea of having some "luck" skills such as

Lucky Shot- "This merc has a knack for making trick shots that no one else would even attempt. +50% accuracy when attempting snap shot."

Quarter Back Arm- "This merc can throw farther than normal. +5 tileset range when throwing.

Just Plain Lucky- "+5 on all skills (*note* I would have this almost like a 'psycho' mode, were mercs come in and out of it at random)

Unstopable- "This merc can take more damage than should be allowed. -25% on enemy damage infliction."
Re: Wish: Skill Lists[message #3918] Thu, 27 January 2005 13:40 Go to previous messageGo to next message
enemy

 
Messages:46
Registered:October 2004
Hmm.. if there's good luck there should be bad luck as well.

I think someone proposed somewhere that every merc should have ALL the skills, however with varying degrees. Like, Knifing 13%, Throwing 45% and so on... Of course they should develop over time the more you used 'em. Now THAT's something I'd like to see.
Re: Wish: Skill Lists[message #3919] Thu, 27 January 2005 23:18 Go to previous messageGo to next message
Scottybrown100

 
Messages:203
Registered:December 2003
Location: Michigan, USA

yeah, bad luck should be one too...

Bad Luck- "For some reason, this mercenary is unable to make shots when it counts. -50% accuracy when attempting snap shots."
Re: Wish: Skill Lists[message #3920] Fri, 28 January 2005 02:31 Go to previous messageGo to next message
Danirijeka

 
Messages:46
Registered:November 2004
Location: Levico Terme, Italy
Or maybe "more critical failures" (gun jams, or whatever) like the Jinx trait/perk (don't remember) in Fallout... Very Happy
Re: Wish: Skill Lists[message #3921] Fri, 28 January 2005 18:50 Go to previous messageGo to next message
Bearpit

 
Messages:1076
Registered:August 2001
Location: Sydney Australia.
If you really want some of these skills .... take a Crepaboost.
You'll be thrilled & amazed at how much damage a zonked out merc can inflict.

Try it out with an underslung grenade launcher or RPG .... 2 shots + reloads in one turn.
If your kicks is from stabbin .... you gets lotsa extra thrusts.

Problem with JA2 is it's primarily balistic combat except in close confined areas & the greater majority of encounters are with firearms.
But I agree kniffing is great fun & you could make a very entertaining mod using just pistols, knives, martial arts, low tech weapons like crowbars knuckle dusters etc.
Re: Wish: Skill Lists[message #3922] Fri, 28 January 2005 22:24 Go to previous messageGo to next message
Scottybrown100

 
Messages:203
Registered:December 2003
Location: Michigan, USA

like an "Equilibrium" mod or "Matrix" mod.

Only gunfu and martial arts
Re: Wish: Skill Lists[message #3923] Sat, 29 January 2005 08:52 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Nah, I prefer the current "use to improve" scheme to the "magic shop o'skills" scheme. Also I wouldn't want to see any truely magical skills like "luck" in a realistic setting.
Re: Wish: Skill Lists[message #3924] Sat, 29 January 2005 09:25 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I agree, although I do think it would be cool to pick up a new skill maybe at a 'milestone' mark like 5th level. But I'd only like to see this if; for instance, a merc gets a rooftop bonus skill because he's spent alot of his time in the game shooting from rooftops.

And there is already the provision for guns jamming in the game. The only possible improvement I could see to this is if once in a great while a gun that is at 100% jams since this can happen in real life.
Re: Wish: Skill Lists[message #3925] Sat, 29 January 2005 10:26 Go to previous messageGo to next message
MagicJuggler

 
Messages:24
Registered:January 2005
Hmm...maybe then, Perks could be learned by use of certain skills (knifing), but some skills are easier to learn for characters of certain predispositions (i.e. Gus would have an easier time learning skills related to heavy weapons, Dr. Q would learn martial arts techniques with more ease, Dmitri would learn throwing easier.)

Let's make more lists.
Throwing Skill-set:
-Throwing: Increase throwing accuracy, damage, and range.
-Ricochet: Improve the chance of bouncing grenades off of walls to hit enemies on opposite corners.
-Fast Shot: Reduce AP required to throw.
-Prone toss: Learn to throw from a prone position.
-Prone toss master: Toss a grenade from a rooftop into a door below.
Re: Wish: Skill Lists[message #3926] Sat, 29 January 2005 11:56 Go to previous messageGo to next message
Bearpit

 
Messages:1076
Registered:August 2001
Location: Sydney Australia.
The main problem with skills is how easy it is to acquire them.
Virtual hordes of enemies as provided in UC supply so much cannon fodder your mercs have an easy task even in early stages of a campaign to rise in levels or acquire these perks.
The whole thing then becomes unbalanced ... super mercs facing endless tides of lambs.

If the perks are more related to hand to hand or low tech skills it's a better solution than enhancing ballistic combat.

Also .... rewriting AI code to reflect these ehnancements is no easy task.
Altering bonuses or reducing penalties to existing combat is probably more practical.
Re: Wish: Skill Lists[message #3927] Sat, 29 January 2005 12:37 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
That's right on the money. But I think the entire stats/skills progression should be slowed way down anyway. For people who like the idea of being twice as good a shot in two weeks of combat maybe have the skill rate adjustable.
As far as writing this into the existing code, it looks like a giant job to me. I just hope some of these ideas can make it into Ja3.
Re: Wish: Skill Lists[message #3928] Tue, 01 February 2005 08:07 Go to previous messageGo to next message
MagicJuggler

 
Messages:24
Registered:January 2005
Quote:
Originally posted by Bearpit:
The main problem with skills is how easy it is to acquire them.
Virtual hordes of enemies as provided in UC supply so much cannon fodder your mercs have an easy task even in early stages of a campaign to rise in levels or acquire these perks.
The whole thing then becomes unbalanced ... super mercs facing endless tides of lambs.

If the perks are more related to hand to hand or low tech skills it's a better solution than enhancing ballistic combat.

Also .... rewriting AI code to reflect these ehnancements is no easy task.
Altering bonuses or reducing penalties to existing combat is probably more practical.
I wasn't talking about Urban Chaos. I do not advocate a campaign of lambs (although it can be fun...like dealing with the Hillbilly Ranch), but believe that skill progression can be a factor without making every MERC a godly character.

That being said, the maximum level in JA2 is 10. Assuming that starting at level 1 with 2 skills, and gaining 1 skill per 2 levels (2,4,6,8,10), this means a max of 7 skills. Not enough to unbalance a game, for most people won't get to level 8 until much later, when the enemies are skilled as well.

The skills affecting ballistic combat would be more subtle in nature. For instance, we all know that Auto Weapons is just too good in JA2. We could either tone it down some (meaning that more levels have to be purchased for similar effect: Lvl 1 Auto Weapons, Lvl 2, etc.), and create new skills (Suppressor: A merc with the Suppressor skill has an increased chance of forcing a target to go prone when using burst fire).

I agree with the difficulty. That's why I placed these in the wishlist for JA3.
Re: Wish: Skill Lists[message #3929] Wed, 16 February 2005 10:12 Go to previous messageGo to next message
CCKeane

 
Messages:98
Registered:September 2004
Location: Hoboken/Long Island

I'd like to see luck as a hidden skill. I think that would add a bit of fun to the game. Have no effect be 0, -10 would be something like 4% more likely to miss or be shot or something, and a +10 would be the opposite.
Considering extreme luck is about the only thing I have going for me, it might be pretty cool.
Re: Wish: Skill Lists[message #3930] Thu, 17 February 2005 04:16 Go to previous messageGo to next message
Doc Croc

 
Messages:92
Registered:September 2003
Location: VT
Luck seems like an underated trait if you ask me. I'd love to see it added as a hidden skill, it would explain why some of my favorite mercs are bullet sponges.
Re: Wish: Skill Lists[message #3931] Thu, 24 March 2005 15:25 Go to previous messageGo to next message
memphisto
Messages:4
Registered:January 2005
Location: Small rural village in Si...
Luck, sound like a skill attribute from Fallout.
Anyway, I think if your marksmanship is there, you should hit the target regardless of your luck. Maybe luck should apply to those wif poor marksmanship.
Can shoot means able to hit since there is a saying.. CAN MEANS CAN
One of the skills I would like to see to have any effect is THIEF/STEALING. A skill possess by FLO but doesn't have any real serious use.
Maybe Merc that possess this skill can steal money or equipment from NPC by touch them.


Quote:
Originally posted by Scottybrown100:
I almost like the idea of having some "luck" skills such as

Lucky Shot- "This merc has a knack for making trick shots that no one else would even attempt. +50% accuracy when attempting snap shot."

Quarter Back Arm- "This merc can throw farther than normal. +5 tileset range when throwing.

Just Plain Lucky- "+5 on all skills (*note* I would have this almost like a 'psycho' mode, were mercs come in and out of it at random)

Unstopable- "This merc can take more damage than should be allowed. -25% on enemy damage infliction."
Re: Wish: Skill Lists[message #3932] Thu, 24 March 2005 15:34 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I like a Thief skill. Sounds good.
Re: Wish: Skill Lists[message #3933] Thu, 24 March 2005 17:53 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Quote:
Originally posted by Memphisto:
One of the skills I would like to see to have any effect is THIEF/STEALING. A skill possess by FLO but doesn't have any real serious use.
Maybe Merc that possess this skill can steal money or equipment from NPC by touch them.
Indeed, Flo could do a thing or two by touching NPCs, especially male ones :naughty: Finally, some use out of that whiny bitch Very Happy
heh[message #169425] Thu, 03 January 2008 14:45 Go to previous message
Surunveri
Messages:4
Registered:January 2008
.

[Updated on: Sat, 19 May 2012 17:00] by Moderator

Previous Topic: Does it really matter?
Next Topic: BURN!I
Goto Forum:
  


Current Time: Mon Jun 26 16:45:06 EEST 2017

Total time taken to generate the page: 0.00939 seconds