DRL > Requests For Features

New Traits

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TFoN:

--- Quote from: Potman on April 30, 2007, 11:07 ---Deathbringer:
Requires: 2 for Son of a Bitch
Each point into this trait would give every hit to the enemy a 2% chance for insta-kill.

--- End quote ---

As Fingerzam said, a form of this was suggested. AFAIR, it was deemed way underpowered at a 5-10% per skill level chance, as the average damage caused is too low when even without an insta-kill you shoot things down in only a couple of rounds. It was also considered too random, i.e. once you kill an AV in one shot, once you keep trying and nothing happens 'till he's brought down HP by HP. There's no security making this worth taking.


--- Quote ---Bloodlust:
Requires: 2 for Brute
With this trait, each time you hit an enemy on melee and while berserking, you'd be healed by 50% of the damage you deal to the enemy. Second point on this trait would let you drain all damage you deal to your own HP.

--- End quote ---

Forms of this have been dicussed. I'm for, but it will require heavy balancing and much lower health gain.


--- Quote ---Fullmetal:
Requires: 2 for Ironman, 2 for Tough as Nails
Your armor class will be increased by 5 on Coward stance, but you will lose the normal movement and dodge bonuses. On Cautious, the AC bonus is 3, and on Aggressive only 1.

--- End quote ---

I like it, mostly. With proper balancing, I think this fits the profile of Kornels idea of Master Traits - especially if EE's a reverse requirement. But first we'll have to see what happens with the tactics revision.

Potman:
Two more trait ideas:

Spreadfire:
Requires: 1 for Hellrunner, 1 for Finesse
While using chaingun, plasma rifle, or dual pistols, and if the enemy dies while still firing, the remaining bullets are automatically aimed at the nearest enemy. So if you shoot a former human with a chaingun, but it dies after three shots, the remaining two will be directed at its neighbour. This skill is, obviously, cumulative with Happytrigger.

Grenadier:
Requires: 2 for Brute.
Allows to throw rockets without a rocket launcher. They can be thrown over monsters and obstacles (except for walls), so they will always reach their target. The rockets can be thrown 5 spaces away at maximum, but the amount increases by 5 with each subsequent point spent on the trait. This skill can be used on AoB, and the rockets deal 2d4 damage when used on melee.

TFoN:
I think it's Triggerhappy, and I haven't had a chance to test it yet. What does it do?

Other than that:
Spreadfire seems a little too case specific, but otherwise I like it. Problem is, how does it pick a second target? Does it consider hazards such as barrels behind the second target, which it may destroy if it misses? Less urgently, can it switch from a target to the north to one to the south? And what if for some unusual reason you just don't want it to fire at the second target?

Grenadier fits the profile of a suggested grenade launcher. I'll find the thread, and you'll see what the problems were with it.

Potman:

--- Quote from: TFoN on May 03, 2007, 14:04 ---I think it's Triggerhappy, and I haven't had a chance to test it yet. What does it do?
--- End quote ---
Yeah, that. Well, with each point, it adds 2 more shots to your chaingun/plasma rifle per turn.


--- Quote ---Other than that:
Spreadfire seems a little too case specific, but otherwise I like it. Problem is, how does it pick a second target? Does it consider hazards such as barrels behind the second target, which it may destroy if it misses? Less urgently, can it switch from a target to the north to one to the south? And what if for some unusual reason you just don't want it to fire at the second target?
--- End quote ---
Huh, never thought of any of those. Have to respond once I wake up tomorrow: Too late for now.


--- Quote ---Grenadier fits the profile of a suggested grenade launcher. I'll find the thread, and you'll see what the problems were with it.

--- End quote ---

TFoN:
You caught me 4 minutes after posting, I was still looking for the link :P
Anyway, here it is

If that's what Triggerhappy does, I'm not sure it fits my purposes. Or maybe it does, but I'll have to carry around a secondary weapon when conserving ammo is crucial. I mean, 7 (TH(1), CG) to 12 (TH(2), PR!) shots on a former foo...? Sounds almost worse than being hit while firing twice. And consider that Finesse(2) will not only allow for more controlled bursts of only slightly fewer shots/tick, it also opens 2 advanced traits to pick from, both of which are very much worth having. My basic calculation (I'm not aware enough of game mechanics to assure its accuracy) tells me that while TH(1) gives a CG a 20% increase in shots/tick, Finesse gives a 10% increase while keeping it better controlled at 5 shots per turn.

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