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Author Topic: Traits Suggestions  (Read 38534 times)

mAdman

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Re: Traits Suggestions
« Reply #40 on: September 15, 2014, 08:58:03 AM »

One Hander; You lost your hand in the war, or maybe you just can't trust you left hand, either way you excel with one handed weapons, +10% damage and -10% to AP cost of one handed weapons, but you may never wield a two handed weapon.
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wojciech

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Re: Traits Suggestions
« Reply #41 on: September 15, 2014, 11:09:27 AM »

it will be good only for pistols and aimed shoots. I am waiting for some trait which will disable aimed shoots and put some bonus into burst weapons.
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mAdman

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Re: Traits Suggestions
« Reply #42 on: September 17, 2014, 12:24:46 AM »

Shotgun Surgeon; Your range and knockdown rate on shotguns is increased slightly, but the max and effective range on all other weapons is reduced.
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faopcurious

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Re: Traits Suggestions
« Reply #43 on: September 17, 2014, 03:42:07 PM »

No to one hander plz -_-
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mAdman

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Re: Traits Suggestions
« Reply #44 on: September 18, 2014, 03:19:16 AM »

In it for the Glory; You lose 20 persuasion and will only ever get paid half as many caps from assignments and zone control, but you will earn +50% extra experience and reputation from both.
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mAdman

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Re: Traits Suggestions
« Reply #45 on: September 18, 2014, 08:57:44 AM »

Battle Scars; You are scarred up worse than a deathclaw, making you generally tougher +4% DR +1 DT, but you are always considered to be at least 20% bandaged, and the bandaged decay rate is 25% slower than normal.
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mAdman

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Re: Traits Suggestions
« Reply #46 on: October 01, 2014, 09:49:02 PM »

Chemically Reliant; The negative effects of drugs are halved for you (rounding up), but you are much more likely to become addicted and drugs burn out of your system 25% faster.
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Perteks

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Re: Traits Suggestions
« Reply #47 on: October 10, 2014, 01:42:05 PM »

Chemically Reliant; The negative effects of drugs are halved for you (rounding up), but you are much more likely to become addicted and drugs burn out of your system 25% faster.
There is no addicts
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Myakot

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Re: Traits Suggestions
« Reply #48 on: October 11, 2014, 03:11:30 AM »

Chemically Reliant; The negative effects of drugs are halved for you (rounding up), but you are much more likely to become addicted and drugs burn out of your system 25% faster.
There is no addicts
Maybe he meant after-effects like winded after voodoo? ;)
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mAdman

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Re: Traits Suggestions
« Reply #49 on: October 11, 2014, 12:02:37 PM »

No I meant addicted. I guess I was tricked by the wiki, where it states how addictive the drugs are. LoL.
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Myakot

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Re: Traits Suggestions
« Reply #50 on: October 12, 2014, 07:48:11 AM »

it states how addictive the drugs are. LoL.
Editors just care about your health, that's all.
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MARXMAN

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Re: Traits Suggestions
« Reply #51 on: November 05, 2014, 12:17:03 PM »

In it for the Glory; You lose 20 persuasion and will only ever get paid half as many caps from assignments and zone control, but you will earn +50% extra experience and reputation from both.


I think this would be a terrible step in the wrong direction. This would be a MUST HAVE trait for super-duper carebear farming.



My own suggestion: 

Drunken Fist:  All that time spent watching cheesy kung-fu flicks in bars has paid off! You gain +10 DR and - 5% AP cost with hth weapons while under the influence of alcohol.



« Last Edit: November 05, 2014, 12:20:26 PM by MARXMAN »
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PorkchopExpress

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Re: Traits Suggestions
« Reply #52 on: November 05, 2014, 12:23:41 PM »

Isn't booze already counted as food,would make it op....
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MARXMAN

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Re: Traits Suggestions
« Reply #53 on: November 05, 2014, 12:24:30 PM »

Isn't booze already counted as food,would make it op....

If it negated the regular effects (carry wieght and HP regen), it would be a viable double edged sword
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PorkchopExpress

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Re: Traits Suggestions
« Reply #54 on: November 05, 2014, 12:26:19 PM »

It has to have some kind of negative effect,tons of different food to eat out there.Doubt i've ever seen a trait without negative effect....
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nailbrain

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Re: New Trait
« Reply #55 on: November 06, 2014, 04:39:06 AM »

Small Scale
After countless time of watching and anylizing  prewar holotapes containing "Dirty seven" and "Dozen of samurai" movies u deduce that perfect squad size is between x (6) and   y (8 ) soldiers.

When the active members in your squad on the map are between 6 and 8 you can activate one more leader module, when people became more or less than that numbers you are disabled one module (down to 2 active modules)
« Last Edit: November 06, 2014, 04:40:45 AM by nailbrain »
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Myakot

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Re: Traits Suggestions
« Reply #56 on: November 06, 2014, 05:17:47 AM »

That trait's actually freaking good, although the penalty should be much harsher.
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nailbrain

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Re: Traits Suggestions
« Reply #57 on: November 06, 2014, 05:58:03 AM »

well since it is not typical trait with bonus and malus working at the same time my idea is that they must be equal in strenght , the dificulty must be from maintainig the status so the
actual number that must be well calculated is the gap between min and max squad memeber
numbers i gave are for dispaly purpose and actual gap in this formulation is 2 soldiers
maybe trait like this will promote  significance in Doctor squadmember

ps input from people who run Leaders will be very apriciated
« Last Edit: November 06, 2014, 06:02:39 AM by nailbrain »
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Myakot

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Re: Traits Suggestions
« Reply #58 on: November 06, 2014, 06:04:39 AM »

I think that by sustaining the same mechanic, but replacing the "people count" with "hexagon range" would be better.
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nailbrain

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Re: Traits Suggestions
« Reply #59 on: November 06, 2014, 06:08:55 AM »

you are right but it was discused before as general leader mech but there were presented too many engine problems that would promote lag and glitches so it was generaly ommited that is why i opted for simple count method 
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