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Traits!
#1
Special thanks to Dimmie et. al. (2020) from suggestions thread.

Here's the suggestion.

Upon reaching 150 RPL characters get a prompt (like in the tutorial) and can access the trait menu from the spellbook! These can be flashed like badges (with cute icons) and provide minor benefits. Here's some examples (no cute icons to present I'm afraid).

Coward
+1 to dice rolls in captured/injured
-10 POW

Brave
-1 to dice rolls in captured
+5 pow

Resilient
Cannot be temporarily injured by dice rolls

Hunter
+10% to pursue



Some can be locked to owning certain trees or professions.

Master Smith
+1% Ultra Chance

Master Miner
-1 energy cost per swing

Healer
-66% energy cost to medic
etc...



The purpose of these traits is to make the game feel more rpg-like-- something a LOT of people enjoy if you've noticed the endless amount of crafters. Feel free to suggest your own. They wouldn't cost rpp.
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#2
Now, this is something I can get on board with. Although, I think some of the traits have a little too much impact with what you've said.
I think the way you do this, split this into two types of Traits. One received at 120 and the other at 150.
The first being a personality trait, the latter being a profession trait. I think this way, it'd work a lot nicer. That way each person will get two. I also do not think they should have /any/ bearing on combat at all. This should be a way of enhancing the out of combat things.

Using what Oyster's done, here's how I would suggest you do them!

Personality Traits:
Coward:-15% Pursue Rolls, +15% Flee Rolls. Since cowards will rarely want to fight, this is far more beneficial to them. Fits their theme much nicer.
Brave: +15% Pursue Rolls, -15% Flee Rolls. The brave stand their ground. They should suffer a negative if fleeing the area.
I'm sure I can think of many more, if given the time. Let me know and i'll brain storm.

Profession Traits:
Master Medic: -50% energy cost to medic. This way, they're able to be more impactful , and it supports their theme and roleplay as a whole.
Master Blacksmith: +5/5/2% on all rolls for Uncommon/Rare/Ultra. Once again, supporting their theme.
Master Alchemist: +100% on potion(s) duration / Make it so they make double potions, with the resources.
Gatherer: 2x rewards from X action, and monster drop.

This to me, seems more fitting. They have effects, but it's not effecting one's combat ability; so it should avoid people power gaming somewhat.
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#3
Give me coward in either of these suggestions.

Me run away, big weenie. Im scared baby.
[Image: a1c5821151379249915fc28ad734e73f.png]
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#4
I am good with this except that we must automatically ban any of Dimmie's keys from using coward.
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#5
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(04-11-2020, 07:42 PM)Sanguine415 Wrote: I am good with this except that we must automatically ban any of Dimmie's keys from using coward.
>:(
[Image: a1c5821151379249915fc28ad734e73f.png]
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#6
Ooo, I really like this idea! It'd add more to everyone's build as well.
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#7
I like the idea of personality having an In Game effect, +1
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#8
Oh man this is awesome. Kind of like Fallout.
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#9
This could also coincide with the Artificing specialisations that crafters around the world have craved for so long. God, I hope these happen soon, ALONGSIDE traits like the ones mentioned in the post!
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#10
We could even have personality traits like:
Hard Worker: Gains 2 resources at a 35% chance.
Laid Back: Regains lost energy faster while sleeping.

We could do more. Like if we brainstorm pretty sure we can add some cool traits and hope they become a thing!
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