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?
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.
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.
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.
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.
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
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contact barrier
Combat skills
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Manipulation skills
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Perception skills
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watch
Barter skills
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[MORE]
Language skills
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sirihish
southern accent
Craft skills
-----------------------------------------------------------------------------
brewing
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.
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.
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: 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.
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.
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.
Definately in favor of caps vice initial boost.
Ooooh... Even better.
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.