View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0007653 | Valley 1 | Suggestion - Balancing Issues | May 8, 2012 3:02 pm | Aug 28, 2012 2:05 am | |
Reporter | khadgar | Assigned To | |||
Status | considering | Resolution | fixed | ||
Product Version | 1.010 | ||||
Summary | 0007653: More profession variations, increased incentive to get additional survivors | ||||
Description | Currently, there are 6 different types of survivor: lumber, stone, aqua, tech, apoth, and forge. Once you get a settlement with 6 different professions, you're done. There is no bonus at all to getting more survivors. This could lead to a settlement with only 6 people in it, or less, if you really don't care about some of the professions. I propose the following: 1) Survivors can potentially have multiple professions, or no profession. 2) Bonus to simply having survivor in your settlement. More survivors = more bonus. Multiple of a single profession = more bonus. 3) Ability to boot survivors out of your settlement. 4) Traits (like the old system) independent of profession, each have minor positive effects on the settlement. So, maybe one guy could be a lumbermancer AND a stonebinder, because he took an accelerated program at lumberstone university. Maybe one survivor you see doesn't have any skills at all, because he has always been a lazy sod. You'll still bring in the lazy guy to your settlement though, because each survivor you get in the settlement allows you to use any guardian scrolls at a small discount: more labor = less cost. Maybe eventually you hit the resident cap, and the lazy guy has got to go. Instead of attempting to kill him in town, you just boot him out. Sorry, this is the way it has to be. At the last minute, you decided to keep him, because you realized he had the trait "inner peace", which prevents that particular survivor from spawning a ghost if it dies outside the settlement. He could still be useful later. I think this would help alleviate survivor bottlenecking, while increasing the incentive to hunt for survivors. Currently, the ultimate goal of the game is to free the oppressed populace from the overlord: how can you do that when you don't even rescue them from the caves they are trapped in to begin with? Furthermore, I think that adopting at least some of this would make each survivor feel like more than just a portrait & a profession. It would probably take some time to figure out a pool of good traits to add, but I feel that it would be worth it, some time down the road anyway. Most of the old traits don't make sense anymore with how things currently work, as they all had something to do with morale, food, or production of resources, 3 unused concepts. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
|
Right now only the lumbermancer, stonebinder and aquaurgist are useful, and you need all three to build a wind shelter. How about if every NPC has one of these three professions as their primary professions, and their second profession can be one of the other ones. Of course, I'd rather see the other professions made more useful instead. It would be fun if some professions provided permanent continent-wide debuffs for monsters as well as the final boss, so we'd have some incentive for leveling them up to 5. |
|
Well, all the different guardian powers have different requirements for residents, so there is a purpose for each profession, some are just more useful than others. And having two or more of the same type does actually have a small advantage. Each individual has different personality structure requirements, so the more npcs you have, the easier it is to get at least one of them up to level 4 or 5. That being said, I like the traits system you propose. I think it would not only give an incentive to rescue more npcs, but also make each npc more unique. |
|
Gau- That's true, I forgot about the personality structure differences. I just realized that this is what supplanted the "trait" system they used to have. Hmm. I guess it just goes to show how forgettable those supposed "personality structures" are. As I said somewhere else, I've not once found myself really hoping a mission spawns a Banking Tower, or a Grounded Schooner. Not even a little -- They feel like dud prizes. Though perhaps they could tie in in some other manner besides allowing higher scroll levels? Maybe, say, each NPC could have 3, 4, or even 5 different personality structures they want. Each one would give that NPC some value outside of those scrolls (which I never use). Say, as Quaix suggested, when you give an Aquaurgist the Banking Structure he wanted, all health pickups effectiveness are increased by X%. Not X% for 5 minutes, but forever. A very minor increase, but it lasts forever. So, each of the 6 professions could have their own unique bonus that is unlocked by personality structures / more than one NPC of a type. So, having one level 1 aqua in your settlement is a 1% health bonus. Having two level 3 aquas is a 6% (3 x 2) bonus. Having a settlement full of aquaurgists at level 5 would be a 100% (20 x 5) bonus. Of course, values are a rough guess. The current system is such a bore, when it comes to trying to get me to care (either emotionally or strategically) about which residents I get, or if they die, if about anything, really. |
|
First off: I agree with Khadgar on the idea of Personality Structure bonuses. I'd like them to trigger off NPC traits rather than Profession though. The NPC's each get a (leveled) trait that increases in potency as they get more of their Personality Structures; more powerful traits could then be balanced in that they start weaker and require more Personality Structures to get to being powerful e.g. Weak Trait: Inner Peace 1 Personality Structure: 33% chance not to spawn a Vengeful Ghost on death 2 Personality Structures: This character never spawns a Vengeful Ghost on death Standard Trait: Diehard 1 Personality Structure: Don't die for 2 seconds after death. If you heal back to positive hp in this time, you don't die. 2 Personality Structures: Don't die for 5 seconds after death. If you heal back to positive hp in this time, you don't die. 3 Personality Structures: Don't die for 10 seconds after death. If you heal back to positive hp in this time, you don't die. Powerful Trait: Efficient Builder 1 Personality Structure: While in settlement, buildings take 1 less Cedar Logs. 2 Personality Structures: While in settlement, buildings take 3 less Cedar Logs. 3 Personality Structures: While in settlement, buildings take 5 less Cedar Logs and 1 less Granite. 4 Personality Structures: While in settlement, buildings take 7 less Cedar Logs and 3 less Granite. Ridiculous Trait: Weather Prediction 1 Personality Structure: On this continent, Wind Shelters cost 1,000 less consciousness shards at the Opal Guardian Stone. 2 Personality Structures: On this continent, Wind Shelters cost 2,000 less consciousness shards at the Opal Guardian Stone. 3 Personality Structures: On this continent, Wind Shelters cost 3,000 less consciousness shards at the Opal Guardian Stone. Windstorm damage is reduced by 25%. 4 Personality Structures: On this continent, Wind Shelters cost 4,000 less consciousness shards at the Opal Guardian Stone. Windstorm damage is reduced by 50%. 5 Personality Structures: On this continent, Wind Shelters cost 5,000 less consciousness shards at the Opal Guardian Stone. Windstorm damage is reduced by 75%. Wind shelters push back the windstorms on the continent map 1 extra tile. Secondly, the bonus for extra survivors I'd suggest should only be on scroll costs; maybe 1% for nonProfession survivors, and 2% for correct Profession survivors. (Say 1.5% for multiple Profession survivors with the right Profession to stop them being too useful; after all, they generalised instead of specialised, and specialisation should count for something.) The stinger here is that the reduction should be by 100/(100+bonus), to stop freebie scrolls via stuffing the settlement full of hundreds of survivors. Thirdly, multiple Professions / no Professions is fine, though I'd suggest that each extra Profession should lower the quality of trait you get (and the inverse should also hold true.) |
|
How would that work in the case of...say... people deliberately stacking traits? If they can. Easiest way to do it: Rescue 6 Diehard trait survivors on any continent, Glyph Transplant to them, move to a chosen continent, transplant to a survivor with a less than desirable trait. You now have a whole minute to heal before really dying. Repeat. With 2 Weather Prediction traits, Shelters are practically free...on every continent. Basically, how would it not be abusable? Otherwise I see this idea as good. |
|
...I was thinking that there would be a large number of traits anyway, so getting large numbers of a single trait would be difficult and uncommon. Simply limiting it to only getting the benefit of any trait once (even if you have the occasional multiple) should fix that, though. (Also, the intent was that Diehard would only affect you when your character has the trait, but that's a minor thing. The gist of the question still stands.) |
|
Ah, I see where you're coming from now. Traits (some? most?) will only apply if someone has a character with it either on the current continent or as a PC, right? For the ones that relate to PC things/costs. Makes sense. I was thinking that every NPC in a settlement would apply their trait naturally, my bad. |
|
Some traits would be personal like that, yes. Others would just need the survivor in the settlement on that continent (but still only affect that continent, not every continent). |
|
Yeah, I like the idea of having a mix of continent-wide and personal attributes. So, there are some survivors that you want in the settlement, and there are some you want to glyph transfer to and take out exploring with! I think it would be a great idea to have an abundance of traits. Some traits could even be identical to other traits, but better. Not all people are created equal, unfortunately. So, in practice, you might have *Hard worker: -3% building costs in this settlement *Iron man: -5% building costs in this settlement *Dedicated: -8% building costs in this settlement or something like *Quickfooted: +7% movement speed *Sharp: -6% cooldowns *Energetic: +5% movement speed, -5% cooldowns *Ambidextrous: -5% building costs in this settlement, -5% cooldowns etc etc etc |
|
I like these ideas, but please make it sure that players get to building wind shelter as quick as now. You know, without shelters, it becomes very hard to have access to certain type of regions, and arcane ingredients. Personalities and traits of residents should come next. Anyways, my idea is about adding accessories for respective traits, such as a hammer for a hard worker, blueprints for a dedicated. Of course, it should be gone when glyph tranplanted. |
|
I made a suggestion a while ago, it might be good to have some kind of seafaring profession related to setting sail and traveling between continents. |
|
OH OH!! One of them professions could be super rare and increase map movement speed. Then instead of docking, you fly in a small air ship. The profession could be a pilot or cartographer. Or the weather prediction guy has that effect, and you move super fast out of storms and slightly faster while in them while map traveling. I really have no idea what effects map travel, sometimes it's ultra fast, other times it is sluggish depending on your character. |
|
I think a system similar to this is now in the game. So, fixed! (I guess) |
Date Modified | Username | Field | Change |
---|---|---|---|
May 8, 2012 3:02 pm | khadgar | New Issue | |
May 8, 2012 3:23 pm | Quaix | Note Added: 0023780 | |
May 8, 2012 4:46 pm | GauHelldragon | Note Added: 0023790 | |
May 8, 2012 8:28 pm | khadgar | Note Added: 0023802 | |
May 8, 2012 8:29 pm | khadgar | Note Edited: 0023802 | |
May 9, 2012 12:26 pm | tigersfan | Internal Weight | => Feature Suggestion |
May 9, 2012 12:26 pm | tigersfan | Status | new => considering |
May 9, 2012 6:34 pm | BenMiff | Note Added: 0023888 | |
May 10, 2012 3:39 am | Zem | Note Added: 0023924 | |
May 10, 2012 4:47 am | BenMiff | Note Added: 0023926 | |
May 10, 2012 4:48 am | BenMiff | Note Edited: 0023926 | |
May 10, 2012 7:33 am | Zem | Note Added: 0023927 | |
May 10, 2012 8:01 am | BenMiff | Note Added: 0023928 | |
May 10, 2012 2:27 pm | khadgar | Note Added: 0023975 | |
May 11, 2012 11:42 am | Izumi5 | Note Added: 0024049 | |
May 12, 2012 7:24 pm | Dizzard | Note Added: 0024161 | |
May 12, 2012 9:56 pm | 7foot_sativa | Note Added: 0024171 | |
Aug 28, 2012 2:05 am | khadgar | Note Added: 0028024 | |
Aug 28, 2012 2:05 am | khadgar | Resolution | open => fixed |