Q`alooaith
15-05-04, 00:10
Well there are plenty of complaint's about ballence and weapon power and so on..
Well I have an idea how to fix the game ballence so everyone's happy...
Unballence the classes
Yup, make tank's the highest general damage dealer's, make the PE's the middleground, not able to deal a huge ammount of damage but also able to do other things as well as cause massive damage, Make the Psi monk's the best support class, dealing exotic damage types and giving good combat boost's and make Spy's the best sneaker/surprise attack/long range support..
Now to do this let's get rid of all the weapons, Psi spell's and armor, zap there are now no item's in the game world.. Best to start all the ballence from scratch.
Wait, we've zapped the weapon's and item's, best zap all the classes skill's while we're at it to better ballence thing's, mob's while we're at it... all gone..
Ok.. Time to rebuild the classes.
Gentanks first..
Genetanks, strong and tough, but not very bright and with no psi potential.. Let's work the stat's to represent this..
Let's put the cap's at;
Intelligence 14 //////// Smart enough to do some basic thing's, but not teribly bright
Strength 100 //////// Strong enough to move mountains, wear the heavyest armor and use the largest guns
Dexterity 45 //////// Able to bend and flex, but not as good as the avarage person due to immense mussucle mass, also lack of fine motor skills
Constitution 100 /////// Able to withstand the most damage before dying..
Psi 1 /////// unable to cast any psi spell's, but still aware of psi power's..
Well that's tank's done, you'll note that the skill total is 260 and the skill's have taken a cap hit in int, dex and psi.. A tank should not be able to use any psi power's at all.
Now for the Private eye...
Private eye's, the average joe nobody, able to become profient in all area's but never becoming a master of any, ballenced scores represent this
Cap's at;
Intelligence 50 ////// average intelligence, but not the brightest spark in the dark
Strength 50 /////// Average strength, able to lift enough able to carry basic weapons without much trouble, though heavyer stuff rest's just beyond reach..
Dexteritiy 50 /////// another average score.. not the bst, but not the worst
Constition 50 ////// Able to take a moderate ammount of damage before death overtakes them
Psi 35 /////// Able to use Psi power's quite easly, beyond and above what most other's can dream of, but still grounded by a lack of focus..
Oh no, I can see the look's now, this PE's only got a skill total of 235, far bellow the genetank... I did say I'd ballence it by not ballencing it didn't I, wait till I get to weapon's and armor for ballence....
Ok, now let's get started on Psi monk's..
Psi Monks, master's of the mind, able to cause harm with a thought and able to shield aganist harm with a word.. Their body's lacking from neglect while mastering the mind and the world of psi..
Cap's at;
Intelligence 70 ////// A high score, since psi's use their mind's often..
Strength 15 /////// Heavy use of psi to compesate for carrying thing leaves the body lacking strength..
Dexdrerity 25 ////// Motor skill's are under devloped due to relaince of psi constanly..
Constition 20 ////// Constant use of psi has left the body less resistant to damage than most...
Psi 100 ////// Highly devloped frontal lobes give a high affinty to psi and power's of the mind..
Now psi monk's get a fairly good skill total of 230, their mastery of all thing's psi is their benifit, as you can see no other class has anywhere near the level of psi as a monk, their body's are frail, but they are inteligent..
Ok, finaly we come to the spys..
Spy's, they are very agile and quick of mind, though lacking strength and durablity. They rely on stealth and tech to get by in this crazy world..
Cap's at;
Intelligence 72 ////// A highly devloped mind, able to grasp complex theorys with ease..
Strength 25 ////// Though not the weakest class, they're not far off..
Dexderity 90 ////// Greatly aglie, the most dexderus class
Constition 30 ////// A bellow average ablity to shrug off wound's..
Psi 4 /////// Though not without psi ablity's, the devlopment is very limited
Ok that's spy's done, with a skill total of 216 spy's have the least, skill points.. But that does not mean they are the weakest.
Overall these changes make each class have it's own feel, with Psi left mostly to the monk's dex mostly in spy's hand's and tank's with the most strength and con, while PE's have enough in each to do fairly well, but not so much that they can ever become master's of a skill..
Weapons, armor and psi changes...
Ok, we've just remade all the classes, now what'll we do about fighting, I know people don't want to just stand about talking, it might be fun for a while but fighting is what it's all about..
Firstly, all non psi weapon's fit into three broad area's, Basic, Tech and Exotic, which I shall now explain.
Lowtech weapons are simple point at the target and pull the trigger, they do "basic damage" I will explain all damage type's later... They are pretty easy to use and all classes can use them if they train to.. The classifcation cover's pistol's, rifles, cannons and melee...
Tech weapon's are harder to use and so take more skill point's to use, they do "tech damage", tech weapon's cover hitech pistol's, hitech rifles, hitech cannons, drones and hitech melee..
Exotic weapons are still harder to use than Tech weapons, and so take a great ammount of skill point's to use, they do both "basic" and "tech" damage at the same time.. This cover's rare's and mob only drop weapons..
Damage types.
Basic damage, is fire, force, perice, and posion.. Weapons that do basic damage use one of these damage types, or a mix of them..
Tech damage, cover's X-ray and energy, weapons' that do tech damage use either of these damage types, but rarely both..
Now we're cooking..
Psi modules
Psi weapon's and defences are all about either or defences and attack's, as in you can cast Deflector (which reduces basic type attacks) OR Shelter (which block's tech type attacks) OR Psi shield (which block's psi attacks)
All psi attack's have two damage type's, Psi damage and one other damage type, the damage is split 50/50 so a fireball spell might do 15 psi damage, and 15 fire damage with 15 force damage on top..
Heal's are also changed, gone are the near insta cast slow ticking of health..
Heal's instead take longer to cast and have an instant effect, the first level heal, heal's 10% of the target's health instantly, bassed on the target's max health, so if the target had been hit and taken 15% off his hitpoint's he'd be healed so he'd be only 5% off his max health..
First level heal heal's 10% of the target's hitpoint's instantly, long cast time.
Second level heal heal's 25% of the target's hitpoint's instantly, long cast time.
Third level heal heal's 40% of the target's hitpoint's instantly, long cast time..
This healing can not take the target over his max hitpoint's, it will only restore lost hitpoints which can be lost again as normal..
And last but by no mean's least, a new skill system
Now for a diffrent system of getting to use weapons..
Every time you level a skill you gain 5 subskill point's in that area.. Well rather than spend that on say rifle combat (which you'd still need to do BTW to get damage % and aim % for the weapon)
You'd have to save up for weapon skill's.. which are as follow's.. they work in a simmilar way to psi amp...
nb, this is a list, ie you don't need pistol use to get rifle use, I've jsut listed them by weapon
Pistol Use, cost's 20 subskill point's to get pistol use to level 1...
Rifle Use, cost's 25 subskill point's to get rifle use to level 1...
Cannon Use, cost's 30 subskill point's to get cannon use to level 1...
Melee Use, cost's 15 subskill point's to get melee use to level 1...
Tech Use, cost's 40 subskill point's to get Tech use to level 1...
As you can see, some of the weapon type's are cheeper to buy, this is because they are easyer to get to grip's with..
Every pistol over TL5 would require Pistol use 1, much like psi spell's need psi amp 1 currently.. Every Tech pistol would need both Pistol use 1, and Tech use 1..
All other req's for weapon use would be removed, but their skill's needed to "cap" them would require the same ammount of relevent skill point's.. So after getting rifle use 1, you could pick up a pain easer, though you'd only hit when right next to the target and then only half the time, and for less damage than a weapon of a lower TL which you can some skill in..
So, what's everyone think of my idea for a total reword of neocron?
Well I have an idea how to fix the game ballence so everyone's happy...
Unballence the classes
Yup, make tank's the highest general damage dealer's, make the PE's the middleground, not able to deal a huge ammount of damage but also able to do other things as well as cause massive damage, Make the Psi monk's the best support class, dealing exotic damage types and giving good combat boost's and make Spy's the best sneaker/surprise attack/long range support..
Now to do this let's get rid of all the weapons, Psi spell's and armor, zap there are now no item's in the game world.. Best to start all the ballence from scratch.
Wait, we've zapped the weapon's and item's, best zap all the classes skill's while we're at it to better ballence thing's, mob's while we're at it... all gone..
Ok.. Time to rebuild the classes.
Gentanks first..
Genetanks, strong and tough, but not very bright and with no psi potential.. Let's work the stat's to represent this..
Let's put the cap's at;
Intelligence 14 //////// Smart enough to do some basic thing's, but not teribly bright
Strength 100 //////// Strong enough to move mountains, wear the heavyest armor and use the largest guns
Dexterity 45 //////// Able to bend and flex, but not as good as the avarage person due to immense mussucle mass, also lack of fine motor skills
Constitution 100 /////// Able to withstand the most damage before dying..
Psi 1 /////// unable to cast any psi spell's, but still aware of psi power's..
Well that's tank's done, you'll note that the skill total is 260 and the skill's have taken a cap hit in int, dex and psi.. A tank should not be able to use any psi power's at all.
Now for the Private eye...
Private eye's, the average joe nobody, able to become profient in all area's but never becoming a master of any, ballenced scores represent this
Cap's at;
Intelligence 50 ////// average intelligence, but not the brightest spark in the dark
Strength 50 /////// Average strength, able to lift enough able to carry basic weapons without much trouble, though heavyer stuff rest's just beyond reach..
Dexteritiy 50 /////// another average score.. not the bst, but not the worst
Constition 50 ////// Able to take a moderate ammount of damage before death overtakes them
Psi 35 /////// Able to use Psi power's quite easly, beyond and above what most other's can dream of, but still grounded by a lack of focus..
Oh no, I can see the look's now, this PE's only got a skill total of 235, far bellow the genetank... I did say I'd ballence it by not ballencing it didn't I, wait till I get to weapon's and armor for ballence....
Ok, now let's get started on Psi monk's..
Psi Monks, master's of the mind, able to cause harm with a thought and able to shield aganist harm with a word.. Their body's lacking from neglect while mastering the mind and the world of psi..
Cap's at;
Intelligence 70 ////// A high score, since psi's use their mind's often..
Strength 15 /////// Heavy use of psi to compesate for carrying thing leaves the body lacking strength..
Dexdrerity 25 ////// Motor skill's are under devloped due to relaince of psi constanly..
Constition 20 ////// Constant use of psi has left the body less resistant to damage than most...
Psi 100 ////// Highly devloped frontal lobes give a high affinty to psi and power's of the mind..
Now psi monk's get a fairly good skill total of 230, their mastery of all thing's psi is their benifit, as you can see no other class has anywhere near the level of psi as a monk, their body's are frail, but they are inteligent..
Ok, finaly we come to the spys..
Spy's, they are very agile and quick of mind, though lacking strength and durablity. They rely on stealth and tech to get by in this crazy world..
Cap's at;
Intelligence 72 ////// A highly devloped mind, able to grasp complex theorys with ease..
Strength 25 ////// Though not the weakest class, they're not far off..
Dexderity 90 ////// Greatly aglie, the most dexderus class
Constition 30 ////// A bellow average ablity to shrug off wound's..
Psi 4 /////// Though not without psi ablity's, the devlopment is very limited
Ok that's spy's done, with a skill total of 216 spy's have the least, skill points.. But that does not mean they are the weakest.
Overall these changes make each class have it's own feel, with Psi left mostly to the monk's dex mostly in spy's hand's and tank's with the most strength and con, while PE's have enough in each to do fairly well, but not so much that they can ever become master's of a skill..
Weapons, armor and psi changes...
Ok, we've just remade all the classes, now what'll we do about fighting, I know people don't want to just stand about talking, it might be fun for a while but fighting is what it's all about..
Firstly, all non psi weapon's fit into three broad area's, Basic, Tech and Exotic, which I shall now explain.
Lowtech weapons are simple point at the target and pull the trigger, they do "basic damage" I will explain all damage type's later... They are pretty easy to use and all classes can use them if they train to.. The classifcation cover's pistol's, rifles, cannons and melee...
Tech weapon's are harder to use and so take more skill point's to use, they do "tech damage", tech weapon's cover hitech pistol's, hitech rifles, hitech cannons, drones and hitech melee..
Exotic weapons are still harder to use than Tech weapons, and so take a great ammount of skill point's to use, they do both "basic" and "tech" damage at the same time.. This cover's rare's and mob only drop weapons..
Damage types.
Basic damage, is fire, force, perice, and posion.. Weapons that do basic damage use one of these damage types, or a mix of them..
Tech damage, cover's X-ray and energy, weapons' that do tech damage use either of these damage types, but rarely both..
Now we're cooking..
Psi modules
Psi weapon's and defences are all about either or defences and attack's, as in you can cast Deflector (which reduces basic type attacks) OR Shelter (which block's tech type attacks) OR Psi shield (which block's psi attacks)
All psi attack's have two damage type's, Psi damage and one other damage type, the damage is split 50/50 so a fireball spell might do 15 psi damage, and 15 fire damage with 15 force damage on top..
Heal's are also changed, gone are the near insta cast slow ticking of health..
Heal's instead take longer to cast and have an instant effect, the first level heal, heal's 10% of the target's health instantly, bassed on the target's max health, so if the target had been hit and taken 15% off his hitpoint's he'd be healed so he'd be only 5% off his max health..
First level heal heal's 10% of the target's hitpoint's instantly, long cast time.
Second level heal heal's 25% of the target's hitpoint's instantly, long cast time.
Third level heal heal's 40% of the target's hitpoint's instantly, long cast time..
This healing can not take the target over his max hitpoint's, it will only restore lost hitpoints which can be lost again as normal..
And last but by no mean's least, a new skill system
Now for a diffrent system of getting to use weapons..
Every time you level a skill you gain 5 subskill point's in that area.. Well rather than spend that on say rifle combat (which you'd still need to do BTW to get damage % and aim % for the weapon)
You'd have to save up for weapon skill's.. which are as follow's.. they work in a simmilar way to psi amp...
nb, this is a list, ie you don't need pistol use to get rifle use, I've jsut listed them by weapon
Pistol Use, cost's 20 subskill point's to get pistol use to level 1...
Rifle Use, cost's 25 subskill point's to get rifle use to level 1...
Cannon Use, cost's 30 subskill point's to get cannon use to level 1...
Melee Use, cost's 15 subskill point's to get melee use to level 1...
Tech Use, cost's 40 subskill point's to get Tech use to level 1...
As you can see, some of the weapon type's are cheeper to buy, this is because they are easyer to get to grip's with..
Every pistol over TL5 would require Pistol use 1, much like psi spell's need psi amp 1 currently.. Every Tech pistol would need both Pistol use 1, and Tech use 1..
All other req's for weapon use would be removed, but their skill's needed to "cap" them would require the same ammount of relevent skill point's.. So after getting rifle use 1, you could pick up a pain easer, though you'd only hit when right next to the target and then only half the time, and for less damage than a weapon of a lower TL which you can some skill in..
So, what's everyone think of my idea for a total reword of neocron?