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Skill ideas
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Topic: Skill ideas (Read 1993 times)
William
Mech Pilot
Karma: +3/-0
Posts: 16
Skill ideas
«
on:
April 11, 2007, 08:28:43 PM »
Some ideas for skills. Still learning about the hero system but seems smiliar to gurps. So please bare with me.
Surveying
- Allows a player to use tools and his own knowledge in geology to find minerals and material for extraction. This skill can be used in a mech however is limited to general location and can not be pinpointed as one is in a mech and not on foot.
Survey tools can be used both in vehicles and on foot. The tool will give a general direction and distance. The distance a player can detect minerals is based on the quality of the tool. From 1000m to 3000m for example. The direction, also based on tool quality, is measured in an arc from the person's facing. From 45 to 90 degrees. The higher the skill, the more precise the direction and distance.
Once the general location is discovered the player can opt, if on foot, to use the survey skill again without the tools. This is using knowledge in geology and formations to find a more precise location. The location will be within 100m of the player. Once this is done a waypoint or marker will appear pinpointing a very good spot. Extraction as this point will give a better chance at higher rated material, more material per attempt, or even the possibility of extremely rare material or odd loot.
EXAMPLE: Player Leetsauce surveys for steel. The rating of the steel at this point is 75 out of 100 in quality. He finds an area 2,350 meters away. After arriving he can then extract the steel. Hoever if choses to he can opt to search for a more precise spot. (Something should be used up to do this. Like Mind in SWG) He is lucky and finds a spot that is 33 meters NW of his position.
Extraction
- This skill allows the removal of minerals and other materials from the ground with the use of tools. This skill also be used in mechs if the mech is equipped with mining extraction equipment and a storage container. Both would take up space.
The higher skill a player has the more success he has at pulling minerals from the ground. Tool quality determines the amount he can pull out with each attempt. From 10 units to 30 units per attempt. Also different tools are required to pull out difefrent material. Extracting water would take a different tool from extract raw copper.
EXAMPLE: Leetsauce, having found his area decides to do a straight extraction. Because he was successful at finding the Steel at 75 out of 100 quality rating he can mine this all day long and just get Steel 75 at 22 units per successful attempt because of tool quality. Also had he been in a mech he would get Steel 75 all day. Because his skill is low his success rate is about 1 in 3 attempts.
However had he tried to pinpoint the best spot then move to it he finds he is getting Steel 80 and a few times picks up old salvage, bits of wire etc that can be refined down or even used in crafting. He also turns up a rare mineral that can be used to increase the effiency of bio-mechanics a small margin.
Camping
- A player with this skill can make and construct short term camps. These camps have no appreciable value except as a place to rest and socialize. However if PVP is open or flagged the camps would be attackable. Materials to craft these camps would be metal and cloth.
Trapping
- This skill allows one to traps small animals for food. While the planet is barren is can still support small life forms so its not a huge stretch to imagine small rodents and the like foraging around. The success or failure is whether or not the player catches anything. Each trap has to be crafted and has a number of uses depending on quality before it is useless. A player can drop up 4 to 10 traps (depending on skill) at a time and each trap lasts an hour. If the player doesnt get back to the trap in time he loses it and anything he might have caught.
When laid a trap looks like a small cage. The cage is dull colored when empty. If something is in the cage it glows faintly to alert the player. Once something is caught the player can then put the trap back in his inventory where he can then extract from it either raw ingrediants for cooking or a food item. A small chance exists that the player gets a good specimen that can be used in genetics or used to create food that gives a small buff.
More ideas to come later. Thinking about how to do smuggling and other things.
Will
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Robgoblin
Special Agent
Mekkor Apprentice
Karma: +2/-0
Posts: 180
Re: Skill ideas
«
Reply #1 on:
April 18, 2007, 08:11:25 PM »
There is a ton of skills that could be done. HERO is actually very flexible just like Gurps in the skills. I am hoping to see a large amount of skills that makes it very hard for one person to be self-sufficient. I am not saying unable to solo. Just not able to do everything unless extremely experienced and long lived.
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Agamemnon
Wardog
Field Commander
Karma: +9/-0
Posts: 823
Re: Skill ideas
«
Reply #2 on:
April 18, 2007, 11:44:42 PM »
hmm....how to answer this one....
The Hero Game System has an "extensive" list of skills, even more then some of the ones we've planned within implementation. I want to hold onto this conversation a weeee bit...at least until we've talked about ..."life paths" in more detail....but I can confirm there will be a lot of skills to gain (if you wish).
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There are 10 kinds of people in the world. Those that understand binary and those that do not.
Robgoblin
Special Agent
Mekkor Apprentice
Karma: +2/-0
Posts: 180
Re: Skill ideas
«
Reply #3 on:
April 19, 2007, 12:26:56 AM »
"Life Paths" sounds like something really cool. I like the sound of it. Can't wait to hear more.
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Hamilton
President
Wardog
Field Marshall
Karma: +15/-0
Posts: 1,996
Re: Skill ideas
«
Reply #4 on:
April 19, 2007, 12:50:41 PM »
And Life Paths do not imply Classes or limiting Professions.
Logged
Sign off,
Hamilton
"You think that even with a Masters Degree, I would avoid typos. Am a Tech, not an English Professor."
Robgoblin
Special Agent
Mekkor Apprentice
Karma: +2/-0
Posts: 180
Re: Skill ideas
«
Reply #5 on:
April 19, 2007, 01:59:10 PM »
Quote from: Hamilton on April 19, 2007, 12:50:41 PM
And Life Paths do not imply Classes or limiting Professions.
Did not think that at all. I was thinking more of what a person wants to do with their life not necessarily their job or their profession. Made me think of someone looking forward to accomplishing goals to advance to where one would like to end up.
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texmechs
Mekkor Apprentice
Karma: +6/-0
Posts: 171
Re: Skill ideas
«
Reply #6 on:
April 23, 2007, 03:51:06 PM »
What if we come up with a job title of Systems Administrator, and then have the guy choose a Life Path to build a Mech based MMO?
<crickets>
Nah, nobody would ever want to do that......
Logged
Jeff "-=TexMechs=-" Newcomb
Director of Business Development
Wardog Studios, Inc.
Robgoblin
Special Agent
Mekkor Apprentice
Karma: +2/-0
Posts: 180
Re: Skill ideas
«
Reply #7 on:
April 24, 2007, 12:49:56 AM »
Quote from: texmechs on April 23, 2007, 03:51:06 PM
What if we come up with a job title of Systems Administrator, and then have the guy choose a Life Path to build a Mech based MMO?
<crickets>
Nah, nobody would ever want to do that......
All involved seemed to give great responses and information but you seem to have the funniest posts.
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