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Post by Cory Trese on May 24, 2012 11:44:28 GMT -5
I believe that we should work on including fixes for these group-skill-value issues in the specialization system.
Each Skill also has an addition (currently hidden) specialization value. This can be on of 6 different values for each skill.
So, Brawling: Cybernetic Weapons, Defensive Moves, Weapons, Stunners
Negotiation and Intimidation could have specializations that let you mix and match abilities like bigger shop discounts, etc.
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Post by grävling on May 24, 2012 14:00:16 GMT -5
I believe that we should work on including fixes for these group-skill-value issues in the specialization system. Each Skill also has an addition (currently hidden) specialization value. This can be on of 6 different values for each skill. So, Brawling: Cybernetic Weapons, Defensive Moves, Weapons, Stunners Negotiation and Intimidation could have specializations that let you mix and match abilities like bigger shop discounts, etc. This sounds like fun as long as we can track what it is that is currently hidden.
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nemesis
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Post by nemesis on May 24, 2012 19:24:51 GMT -5
I have struggled so much with all melee teams. maybe i'm trying to hard to equip everyone with gear, which is a good technique for a team of gun wielding killers Maybe. Maybe you aren't spending enough time doing nothing but package pickup for the Los V out of Tuckmore's. Assuming you already have a 3 (and this will be even better with 4, now that I know where to buy them) job computer, you can easily put between 25 and 30 points into your team between sleeps -- which given the hostility Los V will have for you for job picking, and Streets will have for you because most of the ones you accept are anti-Streets will be a matter of sleeping in a few inns or safe houses before going back for more. Then you move on to better paying jobs for cyberclaws and gear for your runners. But you have to train them fairly well first -- nothing is more frustrating than watching a runner die when you have just got them their mark3 cyber claws and type 3 badger skins, so don't bother buying anything but flak jackets and tasers for them until their AP is 9 or so, with athletics of at least 6. That is a lot of work grav Do you have an easier build mode for melee training? I believe that we should work on including fixes for these group-skill-value issues in the specialization system. Each Skill also has an addition (currently hidden) specialization value. This can be on of 6 different values for each skill. So, Brawling: Cybernetic Weapons, Defensive Moves, Weapons, Stunners Negotiation and Intimidation could have specializations that let you mix and match abilities like bigger shop discounts, etc. Are there any active hidden abilities with the current batch of runners in the game? Special abilities should be added because hiring a Face, Hacker and Agent EX seems like you're throwing nu-yen away unless you're in it for the cash bonus (like I am), but ultimately these runner types are not worth hiring because of their low survival rate in combat. I lost 3 hackers and 2 faces while I trained them. Not really too fun when you realize how much gear you lost when they died
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Post by LordofSyn on May 24, 2012 20:20:24 GMT -5
Looks like you might need to work on escaping more ( if possible) in combat to keep your assets alive. Not much use spending all of that ¥ only to command them like a red shirt or cannon fodder.
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nemesis
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Post by nemesis on May 24, 2012 21:47:25 GMT -5
Looks like you might need to work on escaping more ( if possible) in combat to keep your assets alive. Not much use spending all of that ¥ only to command them like a red shirt or cannon fodder. It can be difficult when you are handling a full set of runners in your party. It can also be insanely difficult when you start battle and your runners are surrounded by the opponent. I remember my first dead hacker. Was walking through Yakuza territory to deliver a message to BS when I get ambushed. I had a Hacker, Gunslinger and Sniper with me. When we spawned for combat, Lo and Behold! My hacker was all alone in a middle of 3 Yakuza Assassins who had initiative. Even If I had initiative, the Yakuza were too close to make escape even possible. I've lost runners because we would be split up in the initial phase and if they were unlucky enough to be too close to a droid or top tier faction goon, its game over. Too far with no support with nearby enemies usually means death for my runners Sometimes its the luck of the draw when it comes to combat placement
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Post by Cory Trese on May 24, 2012 22:34:13 GMT -5
I believe that we should work on including fixes for these group-skill-value issues in the specialization system. Each Skill also has an addition (currently hidden) specialization value. This can be on of 6 different values for each skill. So, Brawling: Cybernetic Weapons, Defensive Moves, Weapons, Stunners Negotiation and Intimidation could have specializations that let you mix and match abilities like bigger shop discounts, etc. This sounds like fun as long as we can track what it is that is currently hidden. Right now the system is just empty slots in the saved game format. They are not used today because we haven't figured out the exact rules. I know that each skill with a "pick one" from a specialization which will be like a skill upgrade. We will need a list of 5-6 blessed specializations for each skill, and rules for implementing them. Help?
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nemesis
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Post by nemesis on May 25, 2012 0:22:01 GMT -5
This sounds like fun as long as we can track what it is that is currently hidden. Right now the system is just empty slots in the saved game format. They are not used today because we haven't figured out the exact rules. I know that each skill with a "pick one" from a specialization which will be like a skill upgrade. We will need a list of 5-6 blessed specializations for each skill, and rules for implementing them. Help? What exactly do you need? Tell us so we can see what people can contribute
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Post by Cory Trese on May 25, 2012 0:31:40 GMT -5
Something like this: Athletics: Running, Encounters, Brawling: Offense, Defense, Cybernetic Weapons, Hand Weapons, Glove Weapons Stealth: Firearms: Pistols, SMG, Rifle, Heavy Weapons, Tasers Electronics: MagLocks, Surveillance, Terminals, Nano Specialist Hacking: Operations, Files, Network, IC, Utilities, Optimize Negotiate: Fast Talk, Bribes, Dealer, Combat Specialist Intimidate: Physical, Metal, Cyber, Combat Specialist
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Post by grävling on May 25, 2012 0:43:19 GMT -5
Something like this: Athletics: Running, Encounters, Brawling: Offense, Defense, Cybernetic Weapons, Hand Weapons, Glove Weapons Stealth: Firearms: Pistols, SMG, Rifle, Heavy Weapons, Tasers Electronics: MagLocks, Surveillance, Terminals, Nano Specialist Hacking: Operations, Files, Network, IC, Utilities, Optimize Negotiate: Fast Talk, Bribes, Dealer, Combat Specialist Intimidate: Physical, Metal, Cyber, Combat Specialist I will think about this, but already I see a need for 'demolition expert -- explosions'.
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Post by grävling on May 25, 2012 0:50:57 GMT -5
That is a lot of work grav Do you have an easier build mode for melee training? This is hardly any work at all. And the only boring bit is refusing jobs. You get a nice mix of combat and delivery, and the eperience points just roll in. By the first time your runners leave, they are good enough to go to Yakuza land. By the time you rehire them and take them out again, they are good enough to take pretty much anywhere.
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Post by Cory Trese on May 25, 2012 0:58:55 GMT -5
That is a lot of work grav Do you have an easier build mode for melee training? This is hardly any work at all. And the only boring bit is refusing jobs. You get a nice mix of combat and delivery, and the eperience points just roll in. By the first time your runners leave, they are good enough to go to Yakuza land. By the time you rehire them and take them out again, they are good enough to take pretty much anywhere. I agree this is a pretty optimized strategy and is a good technique. I think as the game continues to expand we will focus on building multiple near-optimal strategies for training XP using different skills. As the game grows to include a more dynamic power scale (rumors, conflicts, empire power ratings, etc) I think these repeater grinds will become less optimal as they'll cause increasing escalation of hostilities and changes to Connectors, Encounters, Regions, etc. That may simply drive more cool off / alternate timeline behaviors, but in the end that is a part of the goal. blah blah, cory talks too much
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nemesis
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Post by nemesis on May 25, 2012 1:00:35 GMT -5
Got it! So you need to find out what are possible skill specializations per available skill. How does this sound:
ATHLETICS: Running (Speed Boost), Stamina (Improves Energy Reduction), Enviroment Awareness (Improves ability to avoid Enviroment Events like gas, explosions etc), Body Tone (Improves Experience Requirement for building Body, Strength and Dexterity stats), Dodge Bonus
FIREARMS: Pistols, SMG, HMG, Rifles, Range Finder (Improved Range), Speed load (Reload without using AP), Kill Shot (Improved Weapon Power Bonus)
STEALTH: Infiltration (Reduced Negative Encounters), Escort (Ability to "smuggle" escort jobs in cabs), Ambush (Initiative Bonus in Combat), Vanish (Ability to Escape in combat regardless of opponent proximity)
BRAWLING: Gauntlets/Gloves, Staffs/Swords, Close In (Movement boost when closing in opponents), Evasion (Improved Dodge Bonus vs Melee)
This is what I have so far. Lemmie think of what else I can come up with ;D
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Post by Cory Trese on May 25, 2012 1:12:12 GMT -5
Great ideas nemesis.
The theory I have developed is that I want Skill Specializations to be bonus to universal Active tests and passive bonuses to actions.
That means that specialized Active tests are left for character classes. I like all of the ideas -- I think Speed Load and Charge In fall into that category.
Also, we won't have any specializations that impact DV or XP, just as a rule to keep balance.
Great post, just wanted to send some feedback
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Post by grävling on May 25, 2012 1:23:26 GMT -5
I think that athletics should effect your healing ability, and your ability to wear certain kinds of very heavy armour. And I think that 'environmental awareness' should be a perception skill. So people with good perception/environmental awareness notice the terrorist attacks early enough to avoid being hit by collapsing building material. People with good athletics may not notice early enough, but may have the speed to avoid them anyway. And if they don't -- people with good athletics take less damage than those who have mediocre athletics. Having good atheletics should make you more resistant to toxic poisions, as well.
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Post by grävling on May 25, 2012 1:26:24 GMT -5
I agree this is a pretty optimized strategy and is a good technique. I think as the game continues to expand we will focus on building multiple near-optimal strategies for training XP using different skills. As the game grows to include a more dynamic power scale (rumors, conflicts, empire power ratings, etc) I think these repeater grinds will become less optimal as they'll cause increasing escalation of hostilities and changes to Connectors, Encounters, Regions, etc. That may simply drive more cool off / alternate timeline behaviors, but in the end that is a part of the goal. blah blah, cory talks too much This will, of course, be even more fun. I don't think that you talk too much, by the way, I would be happier if you talked about your ideas a little bit more, in general. But this week we get to talk about stat specialisations, so that's also great. Thank you.
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