Perks & Traits

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Desolane900
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Perks & Traits

Post by Desolane900 » 23 Mar 2016, 16:47

Summary (a quick, 2-3 sentence summary): Add perks/traits to the character creation menu.

Benefits (How this will benefit the server and game as a whole): Add a different miniscule change to gameplay based on what kind of character you have.

Details (Description of how you think this would work, the benefits, etc): Add perks like Nicotine Addiction: Red text that bitches at you to go smoke a cigarette. Or Thick Skinned: A tiny % chance that wounds will not cause you to bleed depending on the damage inflicted but also a minor decrease to speed or vice versa. Or Fleetfooted/Lightweight: Move faster but cannot use a backpack because of your smaller stature. Alcoholic: Kind of obvious but causes text to tell you to find some booze.

As with humans, xenos could get certain traits as well like Momma's Girl: Get faster plasma regen within a # of tiles closer to the queen. Man Hunter: Do more damage to the head of Marines/Humans but get a minor speed debuff. Survivor: Gain more damage resistance the farther you are from any other xenos dependent on the # of tiles.

These would in turn add more immersion to the game or add very minute gameplay differences that do not particularly nerf or buff players because it does both at the same time or does nothing at all that isn't RP related (Like the Nicotine/Caffeine addictions). Adding traits or perks would be interesting and overall more fun as it would force people to make certain drawbacks occur in favor of speed, DMG resist, +DMG, or immersion.

You could also choose to have no perks/traits for your xeno/human, or choose a Random option that selects one of the perks/traits on the list at random with every new life/round.

The traits/perks I listed don't need to be included at all, and they don't have to be the limit of what kind of perks/traits are added to the server, just a hypothetical example of what mud I'm flinging at the wall.

Implementation (Optional, if you have an idea how to implement it): Coding I'd think.
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Azmodan412
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Re: Perks & Traits

Post by Azmodan412 » 23 Mar 2016, 16:55

Good on paper, not sure how it would pan out in game. Ramborunners with Survivor trait is unkillable. Manhunter Ravagers would be a TAD powerful, but I can understand Momma's Girl hivelords/drones because they SHOULD be building the hive.

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BRING IT ON CASANY! I DO NOT CAST DOWN A CHALLENGE!
43 Xenos and counting.

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Re: Perks & Traits

Post by Edgelord » 23 Mar 2016, 16:57

This is super interesting, but I want to hear more opinions on this. not a fan of the survivor perk though
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Re: Perks & Traits

Post by Sargeantmuffinman » 23 Mar 2016, 17:30

Needs more downsides for the marines.....
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I don't like cute things.

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Re: Perks & Traits

Post by Desolane900 » 23 Mar 2016, 17:45

Sargeantmuffinman wrote:Needs more downsides for the marines.....
Feel free to suggest stuff then. Like I said, these things are just mud I'm throwing at the wall and wondering if anything will stick.
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Re: Perks & Traits

Post by coroneljones » 23 Mar 2016, 18:04

This seems actually nice
Reminds me of goons trait system,but thats pointbased,with traits that increase or decrease the number of trait points AKA positive and negwtive traits,or even neutral ones that dont do much apart from aesthetics

Could be nice
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Re: Perks & Traits

Post by Azmodan412 » 23 Mar 2016, 18:18

Desolane900 wrote: Feel free to suggest stuff then. Like I said, these things are just mud I'm throwing at the wall and wondering if anything will stick.
Weak grip: Increased chance to drop weapons.
Bad Hearing: Any and all communications are somewhat garbled, ie 'Requesting medivac' turns into 'Re*ue**ing me**va*.'
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Predator Duels Won: 1
Predator Duels Lost: 2

BRING IT ON CASANY! I DO NOT CAST DOWN A CHALLENGE!
43 Xenos and counting.

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Moon Moon Victories: x1

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Re: Perks & Traits

Post by Boltersam » 23 Mar 2016, 18:24

Having little quirks like this wouldn't hurt, I was a little bit doubting it until I saw both sides would get them.

How about "light bones" for xenos, have less health but move faster.

"Trigger happy" for marines, they get red messages saying they want to shoot something.

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Re: Perks & Traits

Post by Desolane900 » 23 Mar 2016, 18:36

Azmodan412 wrote:Weak grip: Increased chance to drop weapons.
Bad Hearing: Any and all communications are somewhat garbled, ie 'Requesting medivac' turns into 'Re*ue**ing me**va*.'
Clutz: Trips over fallen items?
Kleptomaniac: Character will randomly pick up items?

The list just goes on and on.
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Re: Perks & Traits

Post by Disco Dalek » 23 Mar 2016, 18:53

This is starting to remind me of cataclysm dda, which definitely isn't a bad thing. Just remember it's highly unlikely people with actual disabilities like bad hearing, eyesight, or that are in poor physical condition would be chosen for the marines. Space travel ain't cheap you know.

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Re: Perks & Traits

Post by Mitchs98 » 23 Mar 2016, 19:22

-1. Things are fine how they are. None of this is exactly beneficial and the xeno traits kind of are a lot better than the marine traits. No one wants to see a Ravager that is immune to gun fire instant decap a helmeted marine. That's just no. Balance is fine how things are.

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Re: Perks & Traits

Post by Desolane900 » 23 Mar 2016, 20:48

Mitchs98 wrote:-1. Things are fine how they are. None of this is exactly beneficial and the xeno traits kind of are a lot better than the marine traits. No one wants to see a Ravager that is immune to gun fire instant decap a helmeted marine. That's just no. Balance is fine how things are.
If you want to get technical, you could create specific traits/perks for specific ranks or tier castes. Like a Specialist won't have the same available perks/traits as a Standard or BO. Same as how a Drone won't have the same traits/perks as a Boiler.
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Re: Perks & Traits

Post by Logi99 » 23 Mar 2016, 20:50

This is quite similar to Lifeweb. It is like when u are not getting kisses, your mood goes down. Not to keen on the xeno one except for the first one. Momma girl could be useful as drone
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Re: Perks & Traits

Post by Edgelord » 23 Mar 2016, 20:58

Tank: Improved melee strength but lower chance to dodge attacks
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Re: Perks & Traits

Post by Rey » 23 Mar 2016, 22:01

Interesting idea, might make the game slightly unbalanced, so I'll stay neutral for now, and see what others think.

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Re: Perks & Traits

Post by forwardslashN » 24 Mar 2016, 00:39

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Would be neat. But it's a lot of coding and it would need to be balanced. I don't really think SS13 mob mechanics are good enough to really make traits a thing. But some servers do it.
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Re: Perks & Traits

Post by coolsurf6 » 24 Mar 2016, 01:14

This is a pretty cool feature but the mods will be stuck on balance duty and there will always be constant arguing about traits being OP and need to be NERFED... Its like tf2, everything is being rebalanced but ten it becomes underpowed.
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Re: Perks & Traits

Post by tuzz » 24 Mar 2016, 20:42

Sounds neat but it seems like it would be plagued with balance issues and bugs.

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Re: Perks & Traits

Post by Snypehunter007 » 14 Feb 2017, 21:09

This seems like a lot of work right now for devs.

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Re: Perks & Traits

Post by forwardslashN » 15 Feb 2017, 13:27

We have some other ideas on how to make interesting characters. Perks may show up, or they may not, but this is denied for the moment due to the amount of work it will take.
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