User:Devorac/Mad Science Laboratory: Difference between revisions

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Additionally I'm thinking of adding a single additional special expert skill for each class to make things a bit more unique.
Additionally I'm thinking of adding a single additional special expert skill for each class to make things a bit more unique.


'''''Example:'''''  
'''''Examples:'''''  


'''Battlefield Surgery'''  
'''Battlefield Surgery'''  
Line 111: Line 111:
:The Character can perform surgery everywhere except in dark buildings.
:The Character can perform surgery everywhere except in dark buildings.
''Bite down on this... try to relax.''
''Bite down on this... try to relax.''


'''Jack Of All Trades'''  
'''Jack Of All Trades'''  

Revision as of 04:35, 3 May 2010

Expert Skills v0.2

Timestamp:
Type: New Skills
Scope: Everyone banging their heads against the granite ceiling
Description:

Most everyone knows that the game burnout hits at level 41 (43 for zombies) when all skills have been earned, personally I think there should be more to work towards, (other than the tic-tac-toe of defending/destroying suburbs and buildings in the war against zombies/harmanz) a bit more to achieve. Unfortunately there are numerous problems with introducing any new skills into the game, the biggest goes something like this: "All the old players will suddenly get a buff out of nowhere.". That concern is quite legitimate, and previous means of circumventing it (reducing everyone who has 41-43 levels XP to zero, setting an XP ceiling) have been met with hostility and usually something involving EP size.

This brings us to my proposal... Expert Skills, or proficiency, whatever you want to call it. What this means is that for most actions there is an additional skill that cannot be purchased with XP, it must be earned through repetition. These are skills for people who do what they do really well, you won't get these for blowing two lvl 1 zombies in half with a shotgun (120 XP) or healing 5 10HP lvl 1 survivors back to full health (100-200XP, 20-40 FAKs).

For instance I think that to achieve an expert skill level with FAKs you should have to use about 2200 of them. Yes, twenty-two-hundred. Work out the AP math of that and it is two solid months of AP usage. Two solid months doing nothing but FAK people. Yeah that's a lot but I want these skills to be really cool things that you can be proud of, not just milestones.

On the skill tree theses would show up as a third area after zombie skills labeled Expert Skills. The skills themselves are cool things that you will be happy to have, but the won't break the game. This is a current list of all the expert skills, I'll try to keep it as balanced between zombie and survivor skills as I can.


Survivor (Many More Coming)

Frugal Doctor (0/2200 First-Aid Kits Administered) Not yet Achieved

5% chance that a FAK will not be used up when healing a patient.
Waste Not, Want Not.


Junkyard Jackal (2543/2200 Hits with Improvised Weapons) Achieved!

+10% chance to hit with all improvised weapons
5% chance to deal +1 damage when striking with improvised weapons as well.
I don't know what this is, but I bet it'll hurt when it hits you.


Toughness (2349/6000 Damage taken as a Survivor) Not yet Achieved

5% To take only half normal damage when attacked, rounded up. Applied after Flack jacket where applicable.
I'd be lying if I said this didn't sting like all get out.


Doorman (42/3000 Barricade levels lowered or raised.) Not Yet achieved

+5% chance to successfully raise barricades when building.
+5% chance to lower barricades on strike.
Strength comes from the back and legs, use your shoulders on the big stuff and you'll just torque something


Lumberjack (1438/3000 Hits with an Axe) Not Yet Achieved

+5% chance to hit with Fire Axe
10% chance to not use an AP on a miss.
You lose yourself in the Rhythm after a while; Raise, chop, recover, raise, chop, recover, raise...


Pack Rat (1071/6000 Items found) Not Yet Achieved

+10% max encumbrance.
Hold on, I just need one more thing... just one more...


Deadeye (721/2200 Pistol Hits)

5% chance to deal an additional 1 point of damage with the pistol.
Happiness is a warm gun...



Zombie (Many More Coming)

Masticate (0/2200 Survivors Bitten) Not yet Achieved*

Extra 10% Increase to Zombie Bite accuracy when gripping target.
15% chance that the zombie will not use an AP when missing a bite on a gripped target.
OMNOMNOMNOMNOMNOMNOMNOMNOMNOM


Iron Grasp (0/2200 Survivors Gripped**) Not Yet Achieved

5% extra accuracy bonus when using tangling grasp.
5% Reduced chance for a survivor to slip grasp.
Oh God I think he's got me, oh sh- *crunch*


Scar Tissue (281/9000 Damage taken as a Zombie) Not Yet Achieved

HP Maximum as a Zombie raised by an additional 10 points. Stacks with body-building, or rotting flesh.
Goddamnit! These bitches just won't die!


Destructive Intent (4/2200 Barricade levels lowered as a zombie) Not Yet Achieved

10% chance to lower barricade levels by an extra point on a successful strike.
Did you hear someth- AUGHH!


Hunter's Instinct (15/1500 Scent Trails Activated) Not yet achieved

Zombie gets a +1 Damage on the last Character to attack it.
+10% to hit bonus when attacking the last survivor to attack it.
Word of advice boy, Don't start what you can't finish... These bastards get pretty angry


Blood Hunt (1/2500 Scent Death Maps Activated) Not Yet Achieved

Squares with infected or dying survivors are asterisked on the scent death map.
If you get hurt bad don't run, Just put a gun in your mouth and pull. It hurts less that way...


Ripping Hands (237/2200 Hand impacts on a survivor) Not Yet Achieved

+5% Accuracy bonus with hands.
5% Chance to deal an extra 1 damage.
Luckily for them it doesn't take much in the way of brains to slaughter and maim.



Additionally I'm thinking of adding a single additional special expert skill for each class to make things a bit more unique.

Examples:

Battlefield Surgery

Required Class: Medic

Pre-requisite Expert Skill: Frugal Doctor

The Character can perform surgery everywhere except in dark buildings.

Bite down on this... try to relax.


Jack Of All Trades

Required Class: Consumer

Pre-requisite Expert Skill: Junkyard Jackal

1% chance to deal +2 damage with any weapon.
He attacked everything in life with a mix of extraordinary genius and naive incompetence


These skills are hidden as a second tier skill underneath their pre-requisite expert skill, effectively hiding them until the first tier expert skill is earned. Now I'm thinking that this extra skill is automatically given once you earn it's pre-requisite, after all there is only one per character class and it is meant to amplify your base class.

I*This may seem over-powered and it may indeed replace maul for high level zombies, but I really think the Uber zombies should be, well Uber.

I**Counts each time you re-grip, crushes don't count.

Okay. thoughts?