Home » MODDING HQ 1.13 » v1.13 Feature Requests » Being able to purchase new traits ingame
| Being able to purchase new traits ingame[message #308358]
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Mon, 30 July 2012 05:31
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Haborym |
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Messages:10
Registered:February 2008 |
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I personally would like to be able to spend money on training for traits you do not already have, provided you meet the skill/stat requirements.
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| Re: Being able to purchase new traits ingame[message #308376]
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Mon, 30 July 2012 14:10 
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Haborym |
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Messages:10
Registered:February 2008 |
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Which is exactly what I said. I never said it would be instant. No need to be all rude and such, that was quite unnecessary. Is that how you treat everyone that isn't a 100 million year veteran of this forum?
Also, I might I suggest adding the M2 carbine, if it has not already been mentioned yet that is. On and the Ruger AC556.
[Updated on: Mon, 30 July 2012 15:32] by Moderator Report message to a moderator
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| Re: Being able to purchase new traits ingame[message #308389]
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Mon, 30 July 2012 15:41 
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Haborym |
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Messages:10
Registered:February 2008 |
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Thanks, I'll take a look at those. I'm new here and have no idea what is here and what is not and where most things are. I only just found the search button.
And as for that other guy's reply it just felt a tad unfriendly. I mean, how would you feel if you were new to a place and someone greeted you like so? I am just saying it could've been a tiny bit more welcoming is all.
[Updated on: Mon, 30 July 2012 15:42] by Moderator Report message to a moderator
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| Re: Being able to purchase new traits ingame[message #308414]
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Mon, 30 July 2012 20:04 
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Haborym |
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Messages:10
Registered:February 2008 |
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I've not been here since then, I only came back to this place because of the change to the special skills system, which I rather like overall, the original system was a bit lackluster. And if you put it that way, I guess that's alright, I tend to take offense kinda quickly. Also, I can understand being a little anal about words, but I did say quite specifically purchase training, because obviously you should not just be able to get new traits for nothing. What I am thinking of would be you pay some guy some money, and then your guy goes on leave for a little while to learn some new skills.
@Kaerar but he speaks better English than lots of native English speakers :/
Also, did you guys ever get flashbangs to work properly? I remember using them and still getting shot at by the guys I flashbanged.
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| Re: Being able to purchase new traits ingame[message #308851]
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Wed, 08 August 2012 22:56 
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Durak |
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Messages:57
Registered:April 2010 |
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Hi
imho Haborym's suggestion sounds nice at first glance, but thinking about it...
It took me a while to befriend with the new skills and traits system which already allows to pick four (or even six?) different skills, because the more skills you take, the smaller the differences between mercs get, and that's the opposite direction of what all the efforts put into the skill system try to achieve - more personality and diversity between mercs.
To me the skill system seems quite well balanced now - you really have to think about who does which tasks: who is babysitting my militia, who is going to do this night operation, who will be waiting at the hospital to extract all those bullets...
I think at higher levels/higher stats this diversity gets small enough, no need for three squads of sniping uber-doctors who do bodybuilding, practicing heavy weapon skills, become master engineers and learn the ways of scouting from natives during their spare time.
cu
Durak
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Corporal
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| Re: Being able to purchase new traits ingame[message #311161]
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Sun, 14 October 2012 02:37 
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Julix |
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Messages:105
Registered:June 2010 Location: Canada |

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I do like what you're saying, Durak - get a team with specialized functions within so that everything can be taken care of properly. Generally in role-games involving multiple people that makes sense, because it creates need for one another.
And like you say most actions are strongly mediated by stats anyways, so if you take for example max out Doc Q. then you have a martial artist who can kick in doors all the way to deidranna's dungeon heal himself if necessary (after the battle, when time doesn't play as much of a role), repair his own stuff (once he's trained enough anyways), can snipe-hit you from across the map (although it takes him longer than say Raven), can run around to scout (since he has high experience and agility, so by endgame he won't normally be interrupted even if he's seen), ... I can't really think of many things he couldn't do.
On the other hand choosing those traits isn't quite the same as choosing a race or a talent - something inborn - the traits feel to me like a reflection of their prior experience.
And while it should take forever to get there, it would make sense that a sniper could learn to lock pick really really really well. And play the guitar and poke people in the throat in a way that makes them drop for a while, and use explosives, and he might find time to lift weights enough to get the hang of carrying stuff (so he can run around with a bazooka, a sniper rifle, and a machine gun - though I doubt he could do that very quietly ).
Getting many traits would be really questionable (Imagine that guy returning: "Hey family, I'm home!" - "Oh my you look different" - "Yeah, well I picked up a couple of things on my mission in Alruco" - "In the two weeks that you were there?") -- however, getting one or two more (I'd think not a specialization) might be worthwhile for some.
A problem with time is that it isn't necessarily a big sacrifice. - And while it would be nice, it also would be weird to get hired to kill D. and then go on a training vacation instead... It would make more sense to me as a quest reward... But most the quests aren't long/hard enough to be worth such a major reward.
And if it's too hard to get, then it would be too much easier to just take multiple people. I think that's exactly where the balance should be - possible but not worth it for most people, except perhaps the ones that play with only one character. Something like that...
Unlike P&P or online games or LARP the single player RPG's don't depend on you taking multiple people and all being used equally (so no one feels left out) - there's a whole group of people who love the "maxing out" their character aspect of a game.
If you didn't restrict how many traits you can get, I bet there's someone out there who'd try to get all with a single character... even the one's he finds useless. *caugh*
@Haborym
I get what you're saying, and I like it, because for example Doc Q. should have Martial Arts Expert, but I still want him to be my primary doctor which is hard since he doesn't even have paramedic status. -- I guess it makes sense if you think of it as Chinese medicine - will heal you faster, than none, but not comparable to surgery, anti-biotics, or such. 
Since it will be a while until (if ever) this will be implemented here's what you could do in the meantime (if you're willing to cheat in the sense of changing game mechanics to your advantage).
You edit the externalized file where all that data on trait effects is. You could just copy the effects you want from one skill that you want into what ever skill you already have - however that will affect anyone who has the skill. If I combine paramedic with martial arts, then all martial artists will be paramedics. If you combine sniping with heavy weapons, don't be surprised when the computer shoots you with a rocket launcher and hits spot on 
You could avoid that by posting all the effects in one of the rarely used traits, and then changing the merc's skill to that one. I don't know which one the AI uses least but I expect engineer - however many mercs use this one, so you might be giving the advantage to more people than intended. Do you have any ambidextrous mercs?
If you want to role-play it, talk to a wall, then drop 200k $ (or what ever amount you find fair) on the floor go on inventory of that sector and delete that item (so you're not tempted to pick it up again) and then assign your merc to something stupid and don't ever move him until 4 weeks (or what ever amount of time you find fair) passes. You could fire him and rehire, to avoid being tempted to use him, but then you have the risk of him getting hired elsewhere and you don't get to pay him while he's in training.
An advantage to doing it this way is that you can copy specific bonuses only. Say for Night Ops you don't get the basic hearing range bonus, and you only get +1 to hearing range at night instead of +2 because - well you've only been at it for a little while, you know?
Or for engeneering you could only copy the bonus of lockpicking not the one for fixing stuff faster, etc.
Note: I haven't actually done this yet, but I expect it to work.
[Updated on: Sun, 14 October 2012 02:38] by Moderator Report message to a moderator
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Sergeant
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| Re: Being able to purchase new traits ingame[message #311164]
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Sun, 14 October 2012 02:56
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| Flugente |
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Messages:3499
Registered:April 2009 Location: Germany |
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eehm... no, this wont work. Just because you can copy EFFECTIVE_RANGE_TO_TARGET_REDUCTION from the sniper trait to other traits, does not mean this will work. It won't. At all.
The game checks, if a merc has the trait, and then applies that bonus. The only thing you can change is the size of the bonus (I Skills_Settings.ini), but not which bonus applies when. That is hardcoded.
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