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. | ||
''''' | '''''Examples:''''' | ||
'''Battlefield Surgery''' | '''Battlefield Surgery''' | ||
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: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
Zombie (Many More Coming) Masticate (0/2200 Survivors Bitten) Not yet Achieved*
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
Bite down on this... try to relax.
Required Class: Consumer Pre-requisite Expert Skill: Junkyard Jackal
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? |