Wish: Skill Lists[message #3916]
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Thu, 27 January 2005 12:32
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MagicJuggler |
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Messages:24
Registered:January 2005 |
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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.
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Private 1st Class
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Re: Wish: Skill Lists[message #3928]
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Tue, 01 February 2005 08:07
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MagicJuggler |
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Messages:24
Registered:January 2005 |
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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.
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Private 1st Class
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Re: Wish: Skill Lists[message #3931]
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Thu, 24 March 2005 15:25
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memphisto |
Messages:4
Registered:January 2005 Location: Small rural village in Si... |
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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."
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Civilian
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