Armageddon General Discussion Board

General => General Discussion => Topic started by: My 2 sids on January 07, 2009, 10:40:40 AM

Title: Starting location and code
Post by: My 2 sids on 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?
Title: Re: Starting location and code
Post by: Thunkkin on January 07, 2009, 10:56:21 AM
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.
Title: Re: Starting location and code
Post by: Tisiphone on January 07, 2009, 10:56:55 AM
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.
Title: Re: Starting location and code
Post by: Cutthroat on January 07, 2009, 11:02:48 AM
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.
Title: Re: Starting location and code
Post by: My 2 sids on January 07, 2009, 12:02:41 PM
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.
Title: Re: Starting location and code
Post by: Riev on January 07, 2009, 12:09:08 PM
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.
Title: Re: Starting location and code
Post by: 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.
Title: Re: Starting location and code
Post by: Chettaman on January 07, 2009, 06:13:22 PM
>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
                         
Title: Re: Starting location and code
Post by: 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.
Title: Re: Starting location and code
Post by: Sephiroto on January 07, 2009, 07:43:26 PM
Quote from: Searanox on January 07, 2009, 07:37:32 PMAnd Tuluk can get shields boosted.

And chopping weapons.  Damned barbarians.
Title: Re: Starting location and code
Post by: Is Friday on January 07, 2009, 09:32:45 PM
People should know when they're conquered.
Title: Re: Starting location and code
Post by: SMuz on January 07, 2009, 09:46:07 PM
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.
Title: Re: Starting location and code
Post by: Riev on January 07, 2009, 10:14:48 PM
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.
Title: Re: Starting location and code
Post by: Archbaron on January 07, 2009, 11:34:25 PM
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.
Title: Re: Starting location and code
Post by: RogueGunslinger on January 10, 2009, 07:59:27 PM
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.
Title: Re: Starting location and code
Post by: The7DeadlyVenomz on January 10, 2009, 09:22:42 PM
I'd let caps get boosts, not starting percentages.
Title: Re: Starting location and code
Post by: Delstro on January 11, 2009, 12:32:14 AM
Definately in favor of caps vice initial boost.
Title: Re: Starting location and code
Post by: RogueGunslinger on January 11, 2009, 01:12:30 AM
Ooooh... Even better.
Title: Re: Starting location and code
Post by: FightClub on January 11, 2009, 04:00:15 AM
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.