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This topic has 21 replies, 12 voices, and was last updated 18 years, 3 months ago by cirus.
Viewing 15 posts - 1 through 15 (of 22 total)
    • Walldo Keymaster
      March 9, 2008 at 7:01 am #519

      Let’s talk about science skills.

      What sort of bonuses should be given to existing science skills? I know some like ‘edibles’ look useless right now, how can that be changed? Can more bonuses be given to other sciences?

      What new sciences could we have?

    • ScionReaver Member
      March 9, 2008 at 7:16 am #5171

      Edibles – Able to use food as chemicals in engineering skills like makegrenade?

      Narcotics – Stronger spice effects when you use makespice.

      Guidance – Faster hyperspace calculations.

      Data – Faster makedatapad?

      Machines/Spacecraft – Faster ship maintenance/repairhull/repairhatch/tuneship

      I’ll post more if I think of more.

    • Corey Participant
      March 9, 2008 at 7:19 am #5172

      Edibles – medical people should be able to make pills for various things, edibles could help that
      Narcotics – should add a boost to the spice that is player made
      Chemistry – gives a boost to explosives
      Spacecraft – allows for better tunings and/or faster buildship

    • Walldo Keymaster
      March 9, 2008 at 7:21 am #5173

      This would require a ‘module’ system for customizing datapad, but data science = more module space

    • Walldo Keymaster
      March 9, 2008 at 7:22 am #5174

      forensics- examine a corpse to see ??? info

    • Tsol Participant
      March 9, 2008 at 7:46 am #5177

      make it so you can actually make blades outside of a workshop like the help file says? with destruction and equipment?

    • Eliana Participant
      March 9, 2008 at 6:11 pm #5186

      I’ve had some ideas on science for a while now about trying to actually make them not so bot dependent, so I’ll post those up a little later and hopefully don’t sound silly <!– s:D –><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!– s:D –> lol Or I might just pass em to Walldo.

      *edited* Might as well share.

      What I had in mind was that when you do engineering skills, it raises science skills as well. Now, as your level improves and the sciences improve from the failings and successes of the skills you’ll become better in science as you become better in engineering. This is also adaptable to medical skills. Anyways this is not complete as I have to go out shortly but just really what I had in mind. Feel free to add, comment, say what’s wrong with it. Let’s see what can be done.

      Skills and what sciences it would raise:
      makearmor – construction, equipment.
      enhancearmor – enhancement and chemistry, destruction, medical depending on the underlays applied.
      makegoggles – construction, electronics, guidance
      makegrenande – construction, destruction, chemicals, minerals, narcotics???

      I have the whole list saved of what I have in mind but just posted a few so you get the idea. What do you think?

    • Troll Participant
      March 9, 2008 at 6:16 pm #5188
      &quot;Eliana&quot;:1h80maol wrote:
      I’ve had some ideas on science for a while now about trying to actually make them not so bot dependent, so I’ll post those up a little later and hopefully don’t sound silly <!– s:D –><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!– s:D –> lol Or I might just pass em to Walldo.[/quote:1h80maol]

      Post em here so we can comment them!

    • Slyth Member
      March 9, 2008 at 7:08 pm #5192

      [b:27jgawt8]advanced electronics[/b:27jgawt8] – Allows an expert ship builder to work at a faster rate while building ships. This can also help a person to make better circuits. this should also let a medical master install cybernetics with added bonus’s.
      [b:27jgawt8]chemistry[/b:27jgawt8] – Allows for explosives to do more damage. Also allows for someone using underlays to give bigger bonus’s on armor.
      [b:27jgawt8]construction[/b:27jgawt8] – Allows ships to be made faster by expert ship builders, as well as allowing an engineer to apply their skills outside the workshop.
      [b:27jgawt8]data[/b:27jgawt8] – Allows a user with a datapad to retrieve information more quickly. When mastered a person should not need a datapad to find information on planets while in ships.
      [b:27jgawt8]destruction[/b:27jgawt8] – Allows for better weaponry to be created, as well as used in the field. This can also be use to help engineers modify ships faster.
      [b:27jgawt8]edibles[/b:27jgawt8] – This should let someone who eats food to gain some bonus’s for a short period of time, dependent on the quality/quantity of the food.
      [b:27jgawt8]education[/b:27jgawt8] – This Should allow someone to study faster, as well as learn new skills at a faster rate.
      [b:27jgawt8]electronics[/b:27jgawt8] – Should allow engineers to create datapads/circuits/flashlights faster. this should also give an added time to the life of the flashlights.
      [b:27jgawt8]enhancement[/b:27jgawt8] – This should allow a master armor craftsmen to do underlays faster, and to give a higher bonus to the armor’s statistics.
      [b:27jgawt8]equipment[/b:27jgawt8] – This should allow holsters to give bonus’s to a character’s hitroll and damroll when equiped, as well as an armor bonus for clothing when mastered.
      [b:27jgawt8]forensics[/b:27jgawt8] – This should improve the hitrate for a person who is aiming while in battle. It should also allow for someone who has mastered the skill to be able to drag a dead body into hiding.
      [b:27jgawt8]guidance[/b:27jgawt8] – This should allow for faster hyperspace calculations.
      [b:27jgawt8]machines[/b:27jgawt8] – This should allow for Slicers so be able to hack better, as well as use several other skills with a better potential. An espionage artist should also be able to install electronical devices faster.
      [b:27jgawt8]medical[/b:27jgawt8] – This should allow for armor craftsmen to give added bonus’s to armor with underlays. It should also allow someone in the medical field to clone and install cybernetics at a better success rate.
      [b:27jgawt8]minerals[/b:27jgawt8] – This should allow someone who is imbuing weaponry to give a bit of an extra bonus to the weapon beyond what it would normal give, as well as let spice be refined faster/ better quality.
      [b:27jgawt8]narcotics[/b:27jgawt8] – Should allow a person who is using any medicines to use them with more effect, as well as make a healing process faster for a combatant.
      [b:27jgawt8]spacecraft[/b:27jgawt8] – This should allow pilots to be able to override the normal speed of a spacecraft by 10%. this should also make the travel through hyperspace quicker.
      [b:27jgawt8]transportation[/b:27jgawt8] – This should allow someone who is running cargo to make 10% more gold for a trip.

    • Eliana Participant
      March 9, 2008 at 7:19 pm #5193

      That’s cool too. So my idea is to find another way to adept sciences and others have ideas on making better items out of the adepted sciences. Keep em coming!

    • Compel Bast Member
      March 9, 2008 at 8:41 pm #5196

      Building on my earlier science post, and Eliana’s as well.

      [b:2dtkc3fv]Ok, I’m going to call these skills[/b:2dtkc3fv]; advanced electronics, chemistry, construction, data, destruction, edibles, education, electronics, enhancement, equipment, forensics, guidance, machines, medical, minerals, narcotics, spacecraft and transportation [b:2dtkc3fv]scientific [u:2dtkc3fv]fields[/u:2dtkc3fv] for the purposes of this post.[/b:2dtkc3fv]

      We choose a level increment, lets say 25. So, in a SIMILAR way to feats, we say, every 25 Science levels, a player may choose 1 scientific FIELD to specialise in. He then, gets that field ‘unlocked’ which he can then adept. So, at level 50, he can then choose another field, etctera etctera etctera.

      This, of course, means that we’ll be dropping the whole 1% practise = 1 level thing. Cause, quite simply, that logic makes no sense whatsoever. If I study forensics to BSc level, that doesn’t mean I’m automatically able to study educational theory to the same level while I wait for my exam results to go to Honours and can’t do anything remotely forensics related until I get clearance. No, a person is more likely to study first forensics to lets say PHd = 100%, and then, if he’s smart enough, start taking 1st year electronics.

      This actually meshes quite well with Eliana’s idea

      If we take makearmor having construction and equipment. Someone will have studied construction and so be able to make the armour really quickly, and then 25 science levels later, he’ll have &quot;completed his degree&quot; in Equipment, meaning that he’ll make the armour even stronger as well. Of course, this means that there will be 2 of the other sciences he can’t take, but it essentially means, he has now specialised and become a master armour crafter.

      This doesn’t mean that he won’t be able to use his knowledge of engineering to make a blaster, but it does mean that he won’t know the SCIENtific theory behind him on how to make a GREAT blaster, unless, of course, he has science levels high enough to allow him to learn those fields too.

      [u:2dtkc3fv]Possible Downsides[/u:2dtkc3fv]

      Engineers, even with high science won’t end up being automatic masters of making everything. But they will be masters of making MORE things than everyone else.

      It allows non Engineer mains to make ‘great’ equipment if they choose the right fields, which adds competition for the straight engineer mains. [i:2dtkc3fv]I personally don’t find this to be a downside[/i:2dtkc3fv]

      It may not neccessarily act as a major incentive for Science mains to be created, in fact, science becomes even more of a ‘support’ class. However, a solution is to make science affect more things than just medical and engineering. So, a science main who may have poor engineering yet has high piloting, might choose to become a ‘Doctor’ of Astronomy making him land quicker / dodge better / turn quicker etctera etctera when flying.

      [u:2dtkc3fv]Edit[/u:2dtkc3fv]

      If you copy the ‘feat’ code, replace the word ‘feat’ with ‘field’ then paste it back in to sit alongside Feats, you MAY then able to make all the sciences a level 25 ‘Field,’ then unlock a new ‘field’ every 25 levels.

      You could even make this more like the ‘feat code’ by having &quot;Epic Fields&quot; at level 100 IE &quot;[u:2dtkc3fv]Advanced[/u:2dtkc3fv] Electronics,&quot; which forgo the option of having another different type of science, but instead, they’re able to get an even greater bonus to one of their current ones, so becoming super specialists.

    • Hensworth Member
      March 10, 2008 at 12:52 am #5204

      Take out the ‘develop’ skill, since it’s not useful. =P

      I offer an alternative to Compel’s proposed system:

      Almost every class/fields would maintain the skills they have currently. However, everyone would be able to learn a certain amount of skills–maybe cap of around 60, with bonus skills that can be learned for certain fields according to attributes through cybers or race–and they are able to choose almost any skill in any field (as long as they have a pre-requisite and unused levels to prac), allowing them to better create their own unique characters with their own special set of skills. Also each class would have subclasses from level 100-150.

      So for science, you could have subclasses with their own skills and bonuses. I haven’t thought of any so far though. And people may choose to master any of the sciences they wish at the cost of being able to learn less skills in other fields. So since there are 18 sciences to master, if people so choose to do that, then they may. However, that leaves them with 42 other skills that they may choose to learn. And they have to learn ponder and study to even get there, so that’s 40. If they choose to master all sciences and all engineering skills, then they would only have 6 skills left they can choose from the other classes. And this is not including the potential skills for the science subclasses.

    • Flek Participant
      March 10, 2008 at 2:58 am #5205
      &quot;Hensworth&quot;:3klzuik0 wrote:
      Take out the ‘develop’ skill, since it’s not useful. =P

      I offer an alternative to Compel’s proposed system:

      Almost every class/fields would maintain the skills they have currently. However, everyone would be able to learn a certain amount of skills–maybe cap of around 60, with bonus skills that can be learned for certain fields according to attributes through cybers or race–and they are able to choose almost any skill in any field (as long as they have a pre-requisite and unused levels to prac), allowing them to better create their own unique characters with their own special set of skills. Also each class would have subclasses from level 100-150.

      So for science, you could have subclasses with their own skills and bonuses. I haven’t thought of any so far though. And people may choose to master any of the sciences they wish at the cost of being able to learn less skills in other fields. So since there are 18 sciences to master, if people so choose to do that, then they may. However, that leaves them with 42 other skills that they may choose to learn. And they have to learn ponder and study to even get there, so that’s 40. If they choose to master all sciences and all engineering skills, then they would only have 6 skills left they can choose from the other classes. And this is not including the potential skills for the science subclasses.[/quote:3klzuik0]

      Horrible I like multiclassing thanks

    • Compel Bast Member
      March 10, 2008 at 3:36 am #5208

      Regardless of the merits of your discussion, Hensy, perhaps it could do with it’s own thread. To me, it seems more to do with redoing the entire basis of the LOTJ skills/class system as opposed to directly referring to science :S

    • Kage Participant
      March 10, 2008 at 7:12 am #5214
      &quot;Flek&quot;:3pgnv2ct wrote:
      &quot;Hensworth&quot;:3pgnv2ct wrote:
      Take out the ‘develop’ skill, since it’s not useful. =P

      I offer an alternative to Compel’s proposed system:

      Almost every class/fields would maintain the skills they have currently. However, everyone would be able to learn a certain amount of skills–maybe cap of around 60, with bonus skills that can be learned for certain fields according to attributes through cybers or race–and they are able to choose almost any skill in any field (as long as they have a pre-requisite and unused levels to prac), allowing them to better create their own unique characters with their own special set of skills. Also each class would have subclasses from level 100-150.

      So for science, you could have subclasses with their own skills and bonuses. I haven’t thought of any so far though. And people may choose to master any of the sciences they wish at the cost of being able to learn less skills in other fields. So since there are 18 sciences to master, if people so choose to do that, then they may. However, that leaves them with 42 other skills that they may choose to learn. And they have to learn ponder and study to even get there, so that’s 40. If they choose to master all sciences and all engineering skills, then they would only have 6 skills left they can choose from the other classes. And this is not including the potential skills for the science subclasses.[/quote:3pgnv2ct]

      Horrible I like multiclassing thanks[/quote:3pgnv2ct]

      Umm, I /kind of/ like this idea. However, I’m not sure what this will do to the game as a whole. It seems like it would break some of the games idea, the idea being that, though you are a master of this class, you can still do other things. I don’t know, I do think it is worthy of it’s own thread however, and /definitely/ worthy of a full on discussion. I suggest making a thread and throwing your fool ideas in it.

      Also, I want to point out that back in the good ole days, Ghost was considering changing how the leveling/skill system worked. There was something mentioned about a Diablo 2 esque ladder tree, I guess something similar to Star Wars Galaxies? Anyways, yeah, this is worthy of it’s own topic.

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