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Author Topic: Traits Suggestions  (Read 56227 times)

mAdman

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Re: Traits Suggestions
« Reply #60 on: November 09, 2014, 05:11:34 AM »

Maybe make Small Scale force the player to tag leadership? Though that could be bypassed or create a problem with Gifted.

It just seems like obviously a leader or FTL ability specifically, forcing a leadership tag selection kind of makes sense as a "malus" (though if you took this trait you would likely be taking leadership anyway, so yeah).
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nailbrain

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Re: Traits Suggestions
« Reply #61 on: November 09, 2014, 07:05:51 AM »

well heavy handed, four eyes, does not enforece any tags why should SS do ?
it is more build focus trait but there others too
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mAdman

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Re: Traits Suggestions
« Reply #62 on: November 09, 2014, 08:59:06 AM »

Well four eyes isn't specific to weapon types just scopes, which can also be put in hand, and heavy handed while only benefiting close combat isn't the same as even without tagging close combat it will benefit your close combat ability either way.

Small Scale as is, is basically useless to someone without at least 150 (or 125?) leadership, as he will never be able to bestow the 4 or 2 buffs either way, and the trait will go to waste.
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MARXMAN

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Re: Traits Suggestions
« Reply #63 on: November 09, 2014, 12:29:33 PM »

Blind Luck

You lose 1 PE but gain 1 Luck
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PorkchopExpress

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Re: Traits Suggestions
« Reply #64 on: November 09, 2014, 12:36:03 PM »

Ummm...what's the point of that trait excactly? :o
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MARXMAN

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Re: Traits Suggestions
« Reply #65 on: November 10, 2014, 10:25:52 PM »

Ummm...what's the point of that trait excactly? :o

Does there really have to be?  If it was up to me I would take no traits.
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nailbrain

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Re: Traits Suggestions
« Reply #66 on: November 11, 2014, 03:42:03 AM »

Hhanded is very usefull for shooter , and 4 eyes for melee builds
traits must give certain flavor and altouh we are free to build whatever we want there are CLASSES like in any other rpg game just not set in stone
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SnowCrash

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Re: Traits Suggestions
« Reply #67 on: November 11, 2014, 07:38:09 AM »

Does there really have to be?  If it was up to me I would take no traits.

But in your suggestion the trait doesnt change nothing, you can manualy substract one point of PE and raise LK

Also, traits are optional, so you can take no traits if you want.
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MARXMAN

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Re: Traits Suggestions
« Reply #68 on: November 11, 2014, 02:32:58 PM »

Does there really have to be?  If it was up to me I would take no traits.

But in your suggestion the trait doesnt change nothing, you can manualy substract one point of PE and raise LK

Also, traits are optional, so you can take no traits if you want.


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Matulaak

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Re: Traits Suggestions
« Reply #69 on: February 17, 2015, 02:17:25 AM »

Animal Friend - animals such as wolves, rats, mantis's, geckos etc... won't attack the player, although deathclaws, wanamingos and some of the nastier animals are not affected by this trait
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LagMaster

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Re: Traits Suggestions
« Reply #70 on: February 28, 2015, 05:28:51 AM »

1 handed:
+ -ap for 1 handed weapons
+ all weapons get moving reload perk
+ further trow range
- cannot use burst on 2 handed guns
- less effective range on 2 handed(1/2 of max)
- you do not have a secondary weapon slot(to program it just make it change 2 times everytime you change it yourself, having a pocket is no biggie since steal is disabled)

Light traveler
+ run speed
(+-after a few KG you run normaly)
- carry weight

Kung Fu expert
+ CC dmg & - a lot CC AP costs
+ more CC effects on crits
+ all weapons exept miniguns have swing that works even when jammed(perks aplly on hit)
+ all 1 handed weapons have trow mode(perks aplly on hit)
(note : skills for using this new modes are still weapon skill, so for plasma pistol swing hit chance is required EW skill, not CC skill)
- no burst mode posible
- - effective range
(note, sniper kung fu experts are still viable)

Beast man:
+
Animal Friend - animals such as wolves, rats, mantis's, geckos etc... won't attack the player, although deathclaws, wanamingos and some of the nastier animals are not affected by this trait
- all NPC non faction humans are hostile
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PusiteGA

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Re: Traits Suggestions
« Reply #71 on: February 28, 2015, 05:42:40 AM »

+1 for light trewel i would implement it to all chars ower server if you empty you get 1.2 movespeed if you under 20% of weight you get 1.1 and ower you get normal

LagMaster

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Re: Traits Suggestions
« Reply #72 on: February 28, 2015, 06:00:12 AM »

+1 for light trewel i would implement it to all chars ower server if you empty you get 1.2 movespeed if you under 20% of weight you get 1.1 and ower you get normal
more like full bonus if under x KG, since it will have strange effect with pack rat post 24 perk
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mAdman

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Re: Traits Suggestions
« Reply #73 on: March 22, 2015, 04:04:10 AM »

+1 for light trewel i would implement it to all chars ower server if you empty you get 1.2 movespeed if you under 20% of weight you get 1.1 and ower you get normal
more like full bonus if under x KG, since it will have strange effect with pack rat post 24 perk

Cool concept Pusite, it could be linked to stealth minuses and possibly other things too.
E.G. at 10 or 15 kg of weight you lose X amount of stealth skill and movement speed which increases with more weight up to a threshold.
This suggestion needs a topic of it's own really IMO, I like the concept.
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Chirurg

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Re: Traits Suggestions
« Reply #74 on: May 28, 2015, 05:20:04 AM »

Module Cushion.
Your body can simultanously operate more leadership modules than an average person.
You receive +1 to your max modules count, however each time the "additional" module is activated, the effectiveness of all active modules is decreased by 7% per unit - up to total 28% on each bonus if 4 modules are active at the same time.
« Last Edit: May 28, 2015, 05:25:49 AM by Chirurg »
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Ratnik

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Re: Traits Suggestions
« Reply #75 on: July 03, 2015, 05:39:02 AM »

Another version of One handed:
You immune to weapon drop critical effect. Also, with crippled arm you recieve only "Malus rate of fire" perk before arm will be fixed. If both arms crippled it will not doubles.
On other hand, your to-hit with two-handed weapons capped at 5% And becouse you use only one arm all the time, character can't oper doors if weapon slot isn't empty.
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S.T.A.L.K.E.R

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Re: Traits Suggestions
« Reply #76 on: August 24, 2015, 03:00:16 AM »

Mr. Puffers
You were a heavy smoker when the bombs fell...and mixing that with radiation cause some sickening mutations to you. Your lungs and body are now filled with smoke! Everytime you are knocked down, knocked out or winded, there's a 25% chance of a 3-5 hex smoke cloud encircling you! However, food has no affect on you, and being winded last 2x longer.

Dunno just something :V

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Kurwier

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Re: Traits Suggestions
« Reply #77 on: August 24, 2015, 01:07:14 PM »

Mr. Puffers
You were a heavy smoker when the bombs fell...and mixing that with radiation cause some sickening mutations to you. Your lungs and body are now filled with smoke! Everytime you are knocked down, knocked out or winded, there's a 25% chance of a 3-5 hex smoke cloud encircling you! However, food has no affect on you, and being winded last 2x longer.

Dunno just something :V

+1 sounds really falloutish and lel
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Combatant

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Re: Traits Suggestions
« Reply #78 on: September 07, 2015, 09:34:33 AM »

really falloutish
Oh well.. how about  ::)

Mr. Farty

Adventages

If player typed *fart* in chat he got 25% chance to give out a distinctive sound and cause a smoke cloud. It costs 0 AP.
Disadvantages
Also 10% chances to give out a distinctive sound and lose 50 action points without result.  ;D
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Kurwier

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Re: Traits Suggestions
« Reply #79 on: October 24, 2015, 06:37:51 PM »

i got some cool suggestion

add trait : Troll > your overall brainsize is corrupted by having unnaturally big eyez which however let you see way more further then wearing some 5$ sunglasses on your nose ... INT -2 PE +2

« Last Edit: October 24, 2015, 06:39:24 PM by Kurwier »
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