Post by nickalc on May 29, 2014 20:30:25 GMT -5
Here's my ideas.
Assassinate jobs must be changed!!! I'm going to assasinate, why the heck would I wanna come up close, give bullshits, and then get AMBUSHED?
Start the battle away from the target, distance determined by stealth value + 5 (or maybe 6); target's bobyguards should be randomly around; bodyguards move around or stay still randomly every turn, and won't attack until I open fire or the stealth was detected (so NPCs should have stealth attribute as well).
BTW, if forced into battle, like a failed checked encounter, enemies should act first in the first turn regardless the initiatives.
But if I choose to fight willingly in an encounter, it should be determined by the initiatives.
All the killing jobs, assassinate, capture or raid, I should start first regardless the initiatives.
Faction Reputation Based
jobs
Rank 0 (negative to 0 Reputation): Current system, take it or leave it (and come back later to get new job)
Rank 1 (0-20): Every visit gives a random list of 3 Rank 0 jobs (pool size 50) and 2 Rank 1 (pool size 40) jobs
Rank 2 (21-50): A random list of 5 Rank 1 jobs and 3 Rank 2 jobs (pool size 30)
Rank 3 (50-100): A random list of 7 Rank 2 jobs and 4 Rank 3 jobs (pools size 20)
Rank 4 (100-200): A random list of 9 Rank 3 jobs and 5 Rank 4 jobs (pools size 20)
Must complete certain amount of lower rank job to move up, maybe 50 - 40 - 30 - 20.
Instead of 1 XP for all, different rank different XP. Character attribute building should be re-mathed as well.
Different job different rank, a Rank 4 hacker might be Rank 0 killer.
NPCs or NPC squads should also be ranked to fit in the killing jobs.
If you can come up a title system... Some mystery jobs for certain titles on top of rank, yields extra credits, reputation, and heats.
Let's say,
90% of hitting a target for the last 100 shots earns a 'Sharpshooter' title; lose it automatically when hitting rate drops;
90% of previous 50 jobs are delivery type, 'Errand Boy/Girl;' lose it automatically;
fight in every encounter possible and kill everyone in battle in the last 20 encounters;
...
Also, some permenant title for extraordinary accomplishments, such as, complete 1000 killing/hacking/courier/negotiation/threaten jobs, play 1000 hours, plant virus in all Matrix nodes in one hacking session (gotta be extremely lucky), ...
Assassinate jobs must be changed!!! I'm going to assasinate, why the heck would I wanna come up close, give bullshits, and then get AMBUSHED?
Start the battle away from the target, distance determined by stealth value + 5 (or maybe 6); target's bobyguards should be randomly around; bodyguards move around or stay still randomly every turn, and won't attack until I open fire or the stealth was detected (so NPCs should have stealth attribute as well).
BTW, if forced into battle, like a failed checked encounter, enemies should act first in the first turn regardless the initiatives.
But if I choose to fight willingly in an encounter, it should be determined by the initiatives.
All the killing jobs, assassinate, capture or raid, I should start first regardless the initiatives.
Faction Reputation Based
jobs
Rank 0 (negative to 0 Reputation): Current system, take it or leave it (and come back later to get new job)
Rank 1 (0-20): Every visit gives a random list of 3 Rank 0 jobs (pool size 50) and 2 Rank 1 (pool size 40) jobs
Rank 2 (21-50): A random list of 5 Rank 1 jobs and 3 Rank 2 jobs (pool size 30)
Rank 3 (50-100): A random list of 7 Rank 2 jobs and 4 Rank 3 jobs (pools size 20)
Rank 4 (100-200): A random list of 9 Rank 3 jobs and 5 Rank 4 jobs (pools size 20)
Must complete certain amount of lower rank job to move up, maybe 50 - 40 - 30 - 20.
Instead of 1 XP for all, different rank different XP. Character attribute building should be re-mathed as well.
Different job different rank, a Rank 4 hacker might be Rank 0 killer.
NPCs or NPC squads should also be ranked to fit in the killing jobs.
If you can come up a title system... Some mystery jobs for certain titles on top of rank, yields extra credits, reputation, and heats.
Let's say,
90% of hitting a target for the last 100 shots earns a 'Sharpshooter' title; lose it automatically when hitting rate drops;
90% of previous 50 jobs are delivery type, 'Errand Boy/Girl;' lose it automatically;
fight in every encounter possible and kill everyone in battle in the last 20 encounters;
...
Also, some permenant title for extraordinary accomplishments, such as, complete 1000 killing/hacking/courier/negotiation/threaten jobs, play 1000 hours, plant virus in all Matrix nodes in one hacking session (gotta be extremely lucky), ...