Starting location and code

Started by My 2 sids, January 07, 2009, 10:40:40 AM

I'm sure this will be cut down instantly, I'll ask anyway.

Should starting location affect stats? 

'rinith is an ugly place -- maybe someone growing up there should be better at backstab and stealing.

'nak is the "Rome" -- growing up there one may be better at crafting or fighting

storm is a lonely place -- maybe one would figure out how to hide/sneek around easily

Tuluk -- hunting and haggling/value (art of salesmanship)

Luirs -- well, they can hold their ale?
"The Highlord casts a shadow because he does not want to see skin!" -- Boog

<this space for rent>

I think the equivalent of a regional "background feat" (to use a D&D term) would be neat.  I do not think, however, that it should affect the major skills - it would simply increase the temptation to power-game.  I think your last suggestion (alcohol resistance) is on the right track - small benefits that aren't directly related to the major guild skills.
Quote from: Synthesis
Quote from: lordcooper
You go south and one of the other directions that isn't north.  That is seriously the limit of my geographical knowledge of Arm.
Sarge?

Theoretically a decent idea, but methinks the difficulties outweigh the benefits, in figuring out what should be boosted and how much, how to maintain a sense of 'balance' between the starting locations, and how to keep people from figuring out where they should start in order to garner the most advantage for their character-type.
There is no general doctrine which is not capable of eating out our morality if unchecked by the deep-seated habit of direct fellow-feeling with individual fellow-men. -George Eliot

While this is sort-of in already, it would be nice to see it expanded for the more general skills, and the hidden ones. It's just hard to implement fairly.

Quote from: Thunkkin on January 07, 2009, 10:56:21 AM
  I do not think, however, that it should affect the major skills - it would simply increase the temptation to power-game. 

How so?  Because my thoughts are that it would cut down on the amount of twink-skill-building for players who really, really, really want to be the best.
"The Highlord casts a shadow because he does not want to see skin!" -- Boog

<this space for rent>

Because this game is not about being the best at X coded skill. If I want to play some backstabbing sneakythief, why should I want to start in the 'rinth? Because I'll be better at it? I want to start in Tuluk, or maybe even Luir's, and work for Kurac.

The only benefit I could see out of this, would be for new players, telling them that each starting location is "often" populated with a certain kind of people. There should be -zero- coded benefit to where you start, other than your accent and ability to get required tattoos.

There is enough temptation to power-game in Arm, and if you join the right clans, you have MORE than enough opportunity to do so In Character. I refuse to be worse at backstabbing than someone with equal stats and skills, purely because they started somewhere different.
Quote from: IAmJacksOpinion on May 20, 2013, 11:16:52 PM
Masks are the Armageddon equivalent of Ed Hardy shirts.

Interestingly enough just yesterday I was thinking that all Allanaki and Red Storm citizens should get a + to the dual-wield skill.

>point allanak
...

>skill
Psionic powers
-----------------------------------------------------------------------------
contact                                barrier                               

Combat skills
-----------------------------------------------------------------------------                           

Manipulation skills
-----------------------------------------------------------------------------
                             

Perception skills
-----------------------------------------------------------------------------
watch                                 

Barter skills
-----------------------------------------------------------------------------

[MORE]                               

Language skills
-----------------------------------------------------------------------------
sirihish                                                         
southern accent                       

Craft skills
-----------------------------------------------------------------------------
brewing
                         
Live like God.
Love like God.

"Don't let life be your burden."
- Some guy, Twin Warriors

Quote from: Sephiroto on January 07, 2009, 05:32:08 PM
Interestingly enough just yesterday I was thinking that all Allanaki and Red Storm citizens should get a + to the dual-wield skill.

And Tuluk can get shields boosted. Help enforce the docs based on fighting styles and armor.
Neither a lofty degree of intelligence nor imagination nor both together go to the making of genius. Love, love, love, that is the soul of genius. -Wolfgang Amadeus Mozart

Initiative, drive and willpower are the essence of its body.

Quote from: Searanox on January 07, 2009, 07:37:32 PMAnd Tuluk can get shields boosted.

And chopping weapons.  Damned barbarians.

People should know when they're conquered.
Quote from: Fathi on March 08, 2018, 06:40:45 PMAnd then I sat there going "really? that was it? that's so stupid."

I still think the best closure you get in Armageddon is just moving on to the next character.

I sort of disagree with this. Not much benefit. And it will add another bit of confusion and tension to people who want a certain set of skills.

Better to change attributes. Rinthers have +wisdom (streetsmarts). Those around Nak have more endurance (sandstorms/heat). Tulukis have higher resistance to spice and alcohol. That sort of thing.
Quote from: Rahnevyn on March 09, 2009, 03:39:45 PM
Clans can give stat bonuses and penalties, too. The Byn drop in wisdom is particularly notorious.

Quote from: Is Friday on January 07, 2009, 09:32:45 PM
People should know when they're conquered.

Seriously ALLANAK. Get it together.

I repeat what I said earlier. The only bonus you should get is the bonuses we already get. I -like- the idea of certain starting locations sort of ENFORCING the particular styles, but I don't really want to see it happening on the code level. While a bonus of like, an extra 3% to the overall skill level of 100 seems insignificant, it shouldn't influence where you start.
Quote from: IAmJacksOpinion on May 20, 2013, 11:16:52 PM
Masks are the Armageddon equivalent of Ed Hardy shirts.

Instances of this code is already in place IG, at least in one way I can think of. It's very possible it is in other ways, too. As far as the fighting styles being reflected in skills, YES. That would be so awesome.
"Never was anything great achieved without danger."
     -Niccolo Machiavelli

Quote from: Searanox on January 07, 2009, 07:37:32 PM
Quote from: Sephiroto on January 07, 2009, 05:32:08 PM
Interestingly enough just yesterday I was thinking that all Allanaki and Red Storm citizens should get a + to the dual-wield skill.

And Tuluk can get shields boosted. Help enforce the docs based on fighting styles and armor.

Oooh... Good idea.

I'd let caps get boosts, not starting percentages.
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

Definately in favor of caps vice initial boost.
Quote from: Cutthroat on September 30, 2008, 10:15:55 PM
> forage artifacts

You find a rusty, armed landmine and pick it up.


If there were a benifit to be posted to certain locations, I'd like to see them reflect the documentation on combat styles.  Such as people in the south have a raise a boost in dual-wield, swords, spears, and offense, while people in the north get axes, clubs, shields, and defense.

I honestly don't think it would hurt giving people a little nudge in a skill they might not previously have, even if it was 5-10 points, even if they were merchants.
"rogues do it from behind"
Quote[19:40] FightClub: tremendous sandstorm i can't move.
[19:40] Clearsighted: Good
[19:41] Clearsighted: Tremendous sandstorms are gods way of saving the mud from you.