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October 22, 2009 at 1:19 pm #1239
I was looking at science, and at the moment some science skills I think should be a bit more useful.
Construction: Allow us to make blades/blasters outside of a workshop? I mean, we make pikes, armor, and alot of other things outside of workshops because of equipment, why not make allow construction to enhance your ability to make important things outside a workshop.
Minerals: I know that the gems I cut when I am not mastered and the gems I cut when I am mastered are no different. Why not make it so that minerals enhances the gem cut to make gems even a little bit stronger.
forensics: This one is pretty useless at the moment. I think someone said it should(or does) allow you to see how someone was killed, I think that would be pretty awesome.
education: Make this one give a bonus to teach or something. for those of you who think it does, I teach people the same after mastering, so I disagree.
edibles: Well… I don’t even know what this one does… maybe it affects spice? honestly though, why even master edibles, there is no bonus…*you look at a chocolate chip cookie* "You notice nothing special" Maybe we should get HP back from eating(I have eaten stuff several times just to see if it would do anything for me, it’s pretty useless)
Also, why not give scientists the chance to experiment with chemicals and such, and not just enhance stuff with the current in game chemicals+science.
I would really like to see This[/url:2m45umkp] go in as well. Right now, we have no chemicals, and even though I really do love the development process, I know it would take a long time for me to develop a bunch of different mixtures with different yields.
Why not give science mains the ability to write datachips that would perish after so many uses. I saw it come up somewhere else, and I thought If only science mains got the ability to write a datachip, it would sell for 10x more, and they would be a lot more rare.
Anyone else have Idea’s for science skills/science main only stuff?
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October 22, 2009 at 5:57 pm #12174
Science has always been home of millions of great ideas, and now more than ever, it needs to reclaim it’s foothold in the mud. I’ll reply to some of Slicerin’s ideas before adding my own.
Edibles has always been completely useless. If there is a science that does affect spice it should/would be Narcotics. I don’t believe it does at the moment.
Forensics meaning you can look at a corpse and get some form of information, always been a great idea. Always seems to have been overlooked, I think it makes sense. Nobody is asking for a corpse to last longer, or have the name of the permer on it, just "You notice blaster marks" or "There are several blade like incisions" etc, where applicable.
A lot of sciences should allow you to get more information from examining things.
Datachips could be brought back in, to make up the skill loss, just make them so you can only write sciences on them, or only certain things. Not combat, or even only skills no easy combat exp, just skill %. And so on.
Analyze – Kinda like know essence, only less specific. So engineers recognize good work, know about their own craft and such. – OR, like I mentioned earlier, analyze would be a feat/high level science skill that meant when you examined something, you got more than nothing/the basic info you’d get now.
More later when I’m done eating!
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October 22, 2009 at 9:25 pm #12175
Concerning forensics, you could have it store the name of the weapon that permed the person. That way, at least people would know which weapon(s) to look for.
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October 23, 2009 at 9:25 pm #12178"Avanga":vu7wyj4a wrote:Concerning forensics, you could have it store the name of the weapon that permed the person. That way, at least people would know which weapon(s) to look for.[/quote:vu7wyj4a]
Maybe make it a scale, ala diagnose (on a side note, I think locateship, lookup, and some other skills should be made scaled, too)?
At one level, you can find out how long ago they died; at another, you can find out what TYPE of weapon killed them; at the highest level, you can find out the weapon’s name?
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October 24, 2009 at 1:56 pm #12181"RenegadeJedi":12w43lfe wrote:"Avanga":12w43lfe wrote:Concerning forensics, you could have it store the name of the weapon that permed the person. That way, at least people would know which weapon(s) to look for.[/quote:12w43lfe]
Maybe make it a scale, ala diagnose (on a side note, I think locateship, lookup, and some other skills should be made scaled, too)?
At one level, you can find out how long ago they died; at another, you can find out what TYPE of weapon killed them; at the highest level, you can find out the weapon’s name?[/quote:12w43lfe]I think it’s more than doable, and it wouldn’t be too much hassle, because the extra data the mud was using per corpse, would just disappear along with said corpse.
It could even tie in with medical. Like a "post mortem" feat for Medical mains that is affected by your forensics %.
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October 25, 2009 at 5:21 pm #12188"Ranmyaku":axcgfz5l wrote:"RenegadeJedi":axcgfz5l wrote:"Avanga":axcgfz5l wrote:Concerning forensics, you could have it store the name of the weapon that permed the person. That way, at least people would know which weapon(s) to look for.[/quote:axcgfz5l]
Maybe make it a scale, ala diagnose (on a side note, I think locateship, lookup, and some other skills should be made scaled, too)?
At one level, you can find out how long ago they died; at another, you can find out what TYPE of weapon killed them; at the highest level, you can find out the weapon’s name?[/quote:axcgfz5l]I think it’s more than doable, and it wouldn’t be too much hassle, because the extra data the mud was using per corpse, would just disappear along with said corpse.
It could even tie in with medical. Like a "post mortem" feat for Medical mains that is affected by your forensics %.[/quote:axcgfz5l]
I’ve never really been a fan of feats that acted as skills. The entire point of LotJ is to allow a true "multiclassing" system–far beyond the limited multiclassing that the classical D&D system allowed; having feat-skills detracts from that quite a bit.
That having been said, I WOULD be for a "post mortem" feat that allowed diagnose to be used on corpses (or examine, if you wanted to stay away from an actual skill usage); again, a tiered system allowing for different information to be revealed would be sex.
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January 31, 2010 at 12:59 am #13223
I was looking through some old topics, searching for a thread I found a while ago and stumbled across this. There are plenty of good ideas in here, and everybody who posted seems to be in favor of most of it, but none of it (so far as I can tell) got any imm attention. So yes. I am bumping/necroposting/whatever you want to call it — all of this stuff would be awesome if it was implemented.
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January 31, 2010 at 2:04 am #13224
Just on forensics, which kind of caught my eye.
It doesn’t make sense that somebody only trained in forensics should be able to notice some big vibroblade cuts when joe normal can clearly see them.
I think it should be added for everybody, but with forensics it’s a bit more honed like Ranmyaku, RJ, and Avanga described.
It would be majorly cool to see:
The corpse of Altrez is here, mangled by blaster wounds.
or
The corpse of Altrez is here, in pieces from an explosion.Etc.
And then of course, a person with cool forensics skill could be like. Examine corpse or w/e and see other details.
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February 2, 2010 at 5:08 am #13235
On the topic of renaming corpses.. I really hate that I magically know the name of the person whose corpse I see (and I can accept they have some ID or something, how it’s usually RPd) but can’t seem to be able to tell he they’re male, female, Jawa, Wookiee or what.. I’m sure there’s some reason it works the way it does, but it really sucks for characters who keep their names secret, especially if they’re either cloned or restored.
But on the subject of the forensic skill specifically… there’s only a minimal amount of information that can be obtained. It’s not like we can collect hair or skin samples that belong to the killer and compare them to samples from all the suspect characters. So I see no reason why identification of the weapon type should be given to everyone — forensics is a really annoying skill to adept, we might as well make it actually do something cool once you do.
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February 4, 2010 at 7:01 am #13278
This is a tough one. The idea of forensics, in theory, sounds awesome, but I think everyone should take a step back and view how they’re [i:fn2nc0f6]suggesting[/i:fn2nc0f6] the skill would work.
Name of the weapon that killed them? Fine and dandy, until people start carrying around "compact vibroblade" just to wield during the actual perm. Same goes with the ‘mangled by blaster wounds’ and what not — what if I used a blaster the entire fight, then pulled out my generic vibroblade to perm them? The best way to do this would be to store the type of damage the player took before the time of death, which would be considerably harder to implement. If that were the case though, the code could compare various types of damage and list them in some sort of arranged order in the diagnosis.
Internally, maybe it’d look something like this:
stabDamage = 529
blastDamage = 1659
slashDamage = 927Then it would compare them and order them from least to most, and output it in the examination:
The corpse is mangled with blaster wounds, with minor energy burns and minute cuts.
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February 4, 2010 at 11:59 am #13281
I can’t see how it would be harder to implement, it’d just be that last damage done log linked to be accesible via a skill and would dissapear when the corpse dest’d so it wouldn’t be much of a memory hog. I’d be more inclined to know the damage they did versus what weapons they used, it’d show you if they were a skilled vibro-blade/blaster user(due to consistant damage cap or lack of), anything above damcap hints at an ambush which would also help with identifying a link to the killers possible profession/race. Make for some great rp detective work.
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