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Author Topic: General traits discussion  (Read 2726 times)

Shoop da Whoop

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General traits discussion
« on: July 16, 2011, 15:47 »

Attention! Multi-part post!

I. The tree
Here is Traits Tree (more like forest, actually). Maybe, this will help (or confuse) someone.

It's obvious, that Reloader for now provides three of master traits, Eagle Eye and Son of a Gun are one-master, Ironman and Finesse stand aside for now. Many people mentioned this, so here is...

II. Pack of ideas
Posts from older threads, collected:
New master trait idea: Jack the Ripper
New trait suggestion - Aggregator
New Traits (thread)
Ironman Advanced/Master Trait Ideas
...And once again, Ironman-based traits

III. And now, something different
My ideas, someway weird and heretical.
1) Level-only trait requirements. For example, if we can finally unlink Juggler and Whizkid from Finesse, making Juggler only requirement CL 3, and for Whizkid it will be CL 4.
2) Logical connections between basic and advanced traits. Most of them are quite normal, except of Finesse and Son of a Bitch.
But if we disconnect Finesse (from Juggler and Whizkid) and then set it on the place of Son of a Bitch... Suddenly, logic appears: faster firing leads to more bullets per shot!

After this switch we can have something more... different. For example:

Advanced Trait - Heavy Weapon Man
Requires: Son of a Bitch (2)
Max. ranks: 2
Shorthand: HWM
Description: "Don't touch my sweety!"
Effect: when you have big gun (not melee, pistol or shotgun), your armor is increased by 1 per rank and also you suffer less penalties to accuracy while running (-1). At rank 2 there are no penalties at all!

Master Trait - Metalsmith
Requires: Whizkid (2), Heavy Weapon Man (2)
Max. ranks: 1
Shorthand: MSm
Effect: armor not decays from damage. (Thus, you can have red armor [4/4] (1%)!)


...This was overly long, but I hope it will be useful.
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He had posted some posts.
He waited enough for new version of DoomRL.
He played classic Doom but not passed. He also played rogulikes. And once he found the intersection of these sets...

ParaSait

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Re: General traits discussion
« Reply #1 on: July 16, 2011, 19:29 »

Well, player classes will any case solve a lot of issues with traits, like the whole advanced-traits-that-require-too-much-to-be-worth-it problem, like whiz has for example. Not sure if I'm allowed to be more specific outside the beta section though.
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Kornel Kisielewicz

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Re: General traits discussion
« Reply #2 on: July 16, 2011, 19:56 »

You are.
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Kornel Kisielewicz

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Re: General traits discussion
« Reply #3 on: July 19, 2011, 20:52 »

One thing I've been thinking recently about intuition, int 2 is always going to be gotten if you go for int 1, so why not seperate them? Make lever/powerup sensing a lvl 1/2 trait somewhere, and turn int 2 into int 1, except you need another lvl 1 skill...maybe SoaG?
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The Page

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Re: General traits discussion
« Reply #4 on: July 28, 2011, 22:46 »

One thing I've been thinking recently about intuition, int 2 is always going to be gotten if you go for int 1, so why not seperate them? Make lever/powerup sensing a lvl 1/2 trait somewhere, and turn int 2 into int 1, except you need another lvl 1 skill...maybe SoaG?

Wouldn't that be a lot messier, though, and disrupt the more intuitive (which is to say, natural) progression between Int 1 and 2?
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