Suggestion:20090618 Higher Level Attacks - Improved Aim

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20090618 Higher Level Attacks - Improved Aim

Serran 21:51, 18 June 2009 (BST)

Suggestion type
Improved Aim would increase hit percentage and add to damage done for weapon types the skill is purchased for. Human or zombies can benefit equally.

Suggestion scope
This is available to characters level 15 or 20+ only, and has skill tree requirements specific to weapon chosen as well as class and also varied XP costs to reflect the specialization of class skills.

Suggestion description
Higher Level Skills – Specialization: Improved Aim This would be the addition of increased percentages for damages. This would encourage specialization of skill sets somewhat more instead of broad Jack-of-all-traders. Possessing the Improved Aim for (weapon type) would give a 10% increase to hit with that weapon (Axe, Knife, Pistol, Shotgun, Bite, or Hand Attack) to hit and a +1 increase to damage done. This would be a level 15 or level 20 requirements and also require Headshot for survivors & Flesh Rot for zombies. I got pretty detailed below, and I’m totally up for suggestions. I don’t think that this has been considered before – but I apologize if something similar has been.

Increased Damage – “Improved Aim”

Prerequisites: Have to be level 15+ or 20+

Location in Skill tree: Must have headshot skill & Advanced Pistol or Advanced Shotgun Training or Axe Proficiency. Headshot + any one other skill = Improved Aim for that form of combat.

Crossover skill: This skill could cross over for zombies but be applied to having Flesh Rot + Neck Lurch + Infectious Bite or Death Grip + Rend Flesh. Flesh Rot would be used as it is deeper in the skill tree and my reason for tying the skill to a skill like Headshot or Flesh Rot + others is to prolong someone from getting the skill of Improved Aim until later in the game which is also why there is a level requirement also. This is to reflect the characters improvement in combat if they have specialized. The skill should be bought separately for each form of combat to reap all benefits as well. Buying Improved Aim for Shotgun’s will not give the bonus to attacks made with Pistols, Axes, Knives etc. it will only benefit Shotgun attacks.

Cost in XP: 150 XP cost per/improved attack type. To get Improved Aim for Axes, Shotguns, and Pistols here are the costs:
Civilian – Cop/Firefighter: 600 XP military skill set + 100 XP headshot + 150 XP Improved Aim Axe + 150 XP Improved Aim Shotguns + 150 XP Improved Aim Pistols = 1150 XP total cost
Civilian – Consumer: 700 XP military skill set + 100 XP headshot + 150 XP Improved Aim Axe + 150 XP Improved Aim Shotguns + 150 XP Improved Aim Pistols = 1250 XP total cost
Scientist – Necro Tech Lab Assistant/Doctor: 1050 XP military skill set + 100 XP headshot + 150 XP Improved Aim Axe + 150 XP Improved Aim Shotguns + 150 XP Improved Aim Pistols = 1600 XP total cost
Military - Private: 450 XP military skill set + 100 XP headshot + 150 XP Improved Aim Axe + 150 XP Improved Aim Shotguns + 150 XP Improved Aim Pistols = 1000 XP total cost
Military – Medic/Scout: 525 XP military skill set + 100 XP headshot + 150 XP Improved Aim Axe + 150 XP Improved Aim Shotguns + 150 XP Improved Aim Pistols = 1075 XP total cost

For zombies to get Improved Aim Bite & Improved Aim Hand Attacks here are the costs:

Zombie – Corpse: 700 XP required zombie skills + 150 Improved Aim Bite + 150 Improved Aim Hand Attack = 1000 XP total cost
Zombie – Any other Class: 800 XP required zombie skills + 150 Improved Aim Bite + 150 Improved Aim Hand Attack = 1100 XP total cost

The zombie costs are on the lower end but their attacks are slightly under powered compared to shotguns and pistols so I feel it would even out. Each class has varied costs too which reflects the specialties of their class.

A similar skill like Improved Aid or Improved Revive (using less AP for those filling up a special skill tree and reaching level 15) could also be implemented to advantage those who do not use combat. I believe also that there should be a 5 level increment required between specialization. If someone chooses to buy Improved Aim Shotgun at level 15 then they must be at least level 20 before you purchase your 2nd Improved Aim skill. They would accrue if not gained (as I don’t see how else it could be done) and so by level 35 a character could simply purchase them all if he hadn’t already – which is at the high end of character levels as it stands which would reflect the character’s level of experience. The base level could be changed to level 20 making the Improved Aim skill set complete only at level 40 or higher.

This outline could be used for Knife or Blunt weapons also (If a blunt specialty is ever introduced. I believe a similar skill that bolsters each class & subclass would maintain balance in the game. The Flesh Rot requirement may throw the balance off as only those who especially want to play zombies would go for it – but that seems to make sense as only dedicated zombies would have improved biting ability etc.

How it's activated: This ability would be active anytime a character used an attack that they had Improved Aim in and it would give +10% to hit, +1 to damage.

Cost in AP: There would be no difference in AP cost to make an attack. Perhaps a trade-off could be that each attack that has Improved Aim takes 2 AP to perform to reflect the character focusing their aim. If a 200% increase per attack of AP is implemented however I feel that the percentage to hit should be increased to 15% or the damage increase to be +2.


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Kill Votes This is unnecessary and unfair. I feel a bit sorry for you, since that was a lot of work by the looks of it. May I suggest going here first next time?--Thadeous Oakley 21:57, 18 June 2009 (BST)

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