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HR-Trevor Boss Type Guy
Joined: 04 Oct 2002 Posts: 6683 Location: Louisville, KY
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Posted: Wed Sep 22, 2004 9:06 pm Post subject: Skill Change Update |
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A few notes on the skill change stuff in progress:
- The new SKILLS verb is not going to show bonuses. Same for stats and INFO. We have planned to do this for Live anyway, so we're just taking a good opportunity to get this aspect of changing life in HR out of the way now.
- I'm going to look into constructing a command that shows what effects you're currently under so you can identify that you have bonuses, while not seeing the level of the bonus.
- Standard account holders are going to be able to gain ranks in the skills before this change is released just for "fun". These skills WILL BE WIPED when the actual skill change goes in. Standard account holders will have access to a special version of SKILLS to view their current progress on these "play skills". This does not apply to Trial or Free accounts.
_________________ "Wise men talk because they have something to say; fools, because they have to say something." -- Plato
-- Trevor Rage / Rich Mondy |
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HR-Trevor Boss Type Guy
Joined: 04 Oct 2002 Posts: 6683 Location: Louisville, KY
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Posted: Thu Oct 07, 2004 8:32 pm Post subject: |
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As part pf this whole thing, we are re-aligning the bonuses for each profession. Note that it is not intended that each profession have the same number of bonuses, etc. The factors that determined bonuses were: the quantity and usefulness of each bonus, the quantity and usefulness of unlisted abilities available to each profession, and the quantity and usefulness of planned/dev abilities for each profession.
Agent:
+0.10/level agility
lower combat engagement time; lower disarm traps and locksmithing roundtime; decreased darkness/blindness penalties; lower chance to accidentally poison self after failed application, increased effectiveness of created poisons
+0.15/level appraisal
+0.35/level disarm traps, locksmithing, poisons, stealing
+0.45/level stealth, streetwise
Artisan:
+0.10/level coordination
longer longer life for all tools (excluding weapons/armor); increased durability for personally crafted items; lower crafting roundtimes; higher crafted container capacities
+0.20/level appraisal, cooking
+0.30/level glassworking, jewelry crafting, painting, photography, sculpting, tailoring, woodcrafting
+0.40/level craftsmanship, repair
Bureaucrat:
+0.10/level charisma
Collect interest on banked funds; lower building-related costs
+0.10/level streetwise
+0.20/level appraisal, research, teaching
+0.30/level intimidation, persuasion
+0.40/level law
Guardian:
+0.10/level vitality
lower combat roundtimes; less skill required to perform unarmed maneuvers; +0.25/level all phys/elemental resistances
+0.10/level acrobatics, athletics, evasion, parry, occult lore
+0.15/level tactics, teaching
+0.20/level persuasion
+0.25/level sigil lore
+0.30/level unarmed combat
Mage:
+0.10/level intellect
increased level focus points; decreased non-elemental casting time; greatly decreased elemental casting time; +0.20/level magic resistance; lower spell failure rate; lower spell and alchemy research time
+0.05/level appraisal
+0.10/level occult lore
+0.15/level teaching
+0.25/level alchemy, research
+0.30/level spell casting, spell research
Medic:
+0.10/level coordination
+1 unit per forage; lower forage trample rate; lower chance to accidentally poison self after failed application; lower healing roundtimes; more health recovered when using healing techniques; greater potency for any created medicines; higher potency for created poisons; group experience bonus in combat
+0.10/level alchemy, electronics, teaching
+0.15/level ecology, research, skinning
+0.20/level poisons
+0.40/level first aid, medicine, surgery
Mercenary:
+0.10/level strength
increased stamina points; decreased attack roundtimes; increased combat damage dealt
+0.10/level athletics, evasion, parry, shield use
+0.15/level light armor, unarmed combat
+0.25/level tactics
+0.30/level all weapon skills except unarmed combat
Performer:
+0.10/level charisma
lower chance of spellsong failure; lower spellsong study time; lower spell and psionic research time; higher max balance; higher min balance; group experience bonus in combat
+0.10/level appraisal, climbing, evasion, intimidation, persuasion, stealing, streetwise
+0.20/level acrobatics, athletics
+0.30/level dancing, rhythm instruments, singing, stringed instruments, wind instruments
Psionic:
+0.10/level mentality
increased focus points; lower invocation time; +0.20/level mental resistance; lower psi focus failure; lower occult research time; greater nerve damage natural healing rate
+0.10/level appraisal, craftsmanship, woodcrafting, persuasion, spell research, teaching
+0.20/level intimidation, research
+0.35/level occult lore, psionic ability
Technician:
+0.10/level intellect
greater durability for all built electronic devices; lower repair and electronics work roundtimes
+0.10/level appraisal, craftsmanship, photography, tactics
+0.15/level locksmithing, teaching, cyberware use
+0.20/level pulse weapons, research
+0.25/level disarm traps, repair
+0.40/level electronics
Tracker:
+0.10/level perception
slightly stamina points; lower encumbrance; faster stamina regeneration; +1 unit per forage and mine; lower forage trample rate
+0.10/level light armor, repair
+0.15/level first aid, stealth, tailoring
+0.20/level athletics
+0.25/level animal handling, climbing, ecology, fishing, mining, swimming
+0.30/level archery, thrown weapons, marksmanship, woodcrafting, skinning
+0.40/level nautical, riding, tracking
Trooper:
+0.10/level vitality
greater hit points; slightly higher stamina points; greater essence; lower armor-related combat penalties
+0.10/level athletics, first aid, streetwise, tracking
+0.15/level evasion, parry, shield use, all weapons and unarmed combat
+0.25/level heavy armor, light armor, tactics, cyberware use _________________ "Wise men talk because they have something to say; fools, because they have to say something." -- Plato
-- Trevor Rage / Rich Mondy
Last edited by HR-Trevor on Sat Oct 01, 2005 7:44 pm; edited 1 time in total |
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HR-Trevor Boss Type Guy
Joined: 04 Oct 2002 Posts: 6683 Location: Louisville, KY
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Posted: Sat Oct 01, 2005 7:45 pm Post subject: |
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Edit:
- Medics gain 0.10 coordination per level instead of mentality.
- Medics receive +0.40/level in surgery.
- Added cyberware use gains for technicians, troopers. _________________ "Wise men talk because they have something to say; fools, because they have to say something." -- Plato
-- Trevor Rage / Rich Mondy |
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