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Full Version: ***CAREERS IDEAS*** *LONG POST*
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OK guys, i know there is a lot of talk about careers, and i've put these ideas out before, but here they are again. i've already talked about these with zenith a little bit, and i'm tweaking them somewhat for the forums (improving, shall we say? Wink). please, vote on the CONCEPT, not numbers, and even effects can be tweaked or changed completely. concept!!



This is my idea for permanent career bonuses. I think they could be achieved at level 15 or 20 for each career (and maybe every additional 5 levels get a SLIGHT boost, maybe). here is the list!!

Engineering - Since engineering is about explosives and such, it makes sense to me that an engineering specialist would be able to have "explosive" power occasionally. maybe a 1.25% better chance to score a critical hit in any and all battles, OR cause their critical hits to do 5% more damage.

Once achieving level 15, engineers learn to apply a subtle, undetectable explosive to their weaponry - a coating to ammunition, and a liquid layer to their melee weapons. It is so subtle that it doesn't always go off or have any effect, but when it does, it makes the engineer's attacks even more devastating!


if not that, then maybe a new ability (item?), an explosive that can be randomly thrown 1% of the time to blind the enemy for 3 rounds (no attacks from them), or do additional damage or blind them or something



Martial Arts - Martial arts, to me, is a no brainer. improved dodging. 5% better chance to avoid an incoming attack.

possibility for a "counterattack" against melee opponents, 1% of the time, to deal 5% in the damage back to them


Military - military has many options here. Military is supposed to be specialized in both weaponry AND armor, so theres the possibility for either a bonus to ranged damage or resistance. a 2.5% bonus to ranged damage or a 2.5% bonus to resistance would be nice

or possibly access to special military armor and weapons. who knows??level 15 adds a scope to any ranged weapon that makes it more difficult for an enemy to evade your attacks. (or makes it easier to find their weak spots, hence more damage).



Construction - Construction is a little harder for me to wrap my head around as applicable to battle, but the strength earned could apply to straight melee damage. it could also possible earn a bonus strength point to the achiever.

maybe +2.5% to melee damage or +2 to overall strength (its a one time bonus.. maybe more than 2.. or mehh. and not +2 natural, +2 magnifier)


Athletics - when you work out so much, you really do earn some endurance (yes, its the endurance career). although you may not earn a free endurance point, you can last a LONG time in battle, and you gain +50HP. Also the ability to shrug off 25% of incoming damage 1% of the time due to the intense work outs (does that make sense?? i.e. on one out of every 100 attacks, you only take 75% of the damage before resistance applies.)


Medical - not as applicable in damage, unless you can stab an opponent w/ a syringe to slightly weaken them (ooo thats a good idea!). This career might make all healing items (stims, nimbus, etc) 5% cheaper or greater than that. you can also buy stims while in the hospital because you know all the doctors!!

also possible are ideas for poison, or maybe some ways to heal in battle. battle nimbuses anyone?? like a 1% chance to heal 100 damage, because you are a freaking doctor...


Science - scientists are really good at constructing metal equipment, and can give themselves really easy cyborg abilities. Scientists can also control their cyborging better. They only lose 50% humanity from cyborg equipment, and when fighting cyborgs, they gain a 5% overall attack damage because they know cyborgs' weaknesses better than anyone

scientists can also use special gadgets that nobody else can (the new jail busting items?? and maybe a new one that can shock an enemy opponent, stunning them for a few seconds (rounds)


i also thought about this, it would be pretty neat if a scientist were able to use special equipment that affected regeneration. once acquiring level 15, you can use a special "Belt-type item" (not a belt, but go with it) that can increase HEALTH regeneration (not energy or actions) by 50% for a full day, but needs to be recharged for a price (career points or cash)

Politics - after achieving level 15, the politician has a bodyguard follow him at all times. Well, this body guard is a bit underpaid and isnt always paying attention, but when he is, he can deal damage equal to a 25% of the politicians maximum damage (not a critical) to the opponent outside of a normal round. Don't mess with politicians!




Manufacturing - hardest one of all for me to figure out. the only thing i can surmise is cheaper overall item purchases by 2.5% or more, improved usage of belts, and maybe the ability to use a new item that only they can use (that i havent thought of Biggrin )

the regeneration item could be applied here too, since they are akin to belts.

aaand i'm being called to dinner... wrap your heads around these ideas, and i may be back to tweak them. ideas welcome!
I actually read all of that, there is some good stuff in there... my primary questions are...

how many people actually have level 15 in a career?

and

How are these maybe somewhat small/rare affects make it worth it for people to go from say level 13 career and using the cp for stats/repairing/etc.. vs keeping them for a long time to make level 15...I'm only assuming it takes a long time to get that high in your career rank...

but I also see the point that something is better than nothing, which is what those high up in the careers are getting now...
good questions Smile

1) I believe there MAY be 5 to 10 people at level 15, and i am not one of them. obviously it takes more than a year to get to level 15, and MOST of those points are spent simply getting promotions (if you get it in a year or so, i'm at 2 years and not quite 15, but i spent 10,000 on resistance). it just makes sense to earn a permanent bonus

2) these are significant because they are PERMANENT. No, they aren't worth it enough to get level 15 in all careers, because that would take you 12 years to earn. and by then, there will be new stuff to focus on i'm sure. so why not?
I like it. Be part of the CDC and inject someone with Ebola. They get the effects of random, very high criticals early, but I get the same effects later. [/joke]
now the question, if everybody likes the ideas, is it worth working on implementing them before other coding that Zen is thinking about/ planning on doing... Benefit 10-15 people sooner than the greater part of the community...

Just playing the devils advocate here Poptart...I'm sure you can handle it...

I wish I could add some more substance to your ideas, but i honestly can't think of ways to modify them at the moment...
its honestly tough for some of them, and i understand what you mean, but if you think about it..

zenith added level 60 items that only 15 people could use at the time, and she put an 80mil house on the market that only one person at a time can afford (maybe 2 or 3 at this point, but i doubt it...)

i also think weapons/armor should have a skill requirement but that hasnt happened a whole lot yet Wink

so why not add perma bonuses for careers??? the earlier they are implemented, the more people will actually go for them instead of spending it all on stats b/c thats all careers are worth at the moment

heck, make the perma bonuses at level 10, idk. its all tweakable, changeable, and its all a concept
Good ideas. But it should only be available to player whos ID number is between 25400 and 25500. The older players have had their chance to shine. Its time for new blood to take the reigns.Winky
yeah cuz thats fair Razz not!!


BTW, my idea would be more akin to a real permanent bonus (even if you quit your career), like you earn an item or a token that gives you the bonus that CAN NOT BE TRADED. something of that nature
I like the concept.

But, it's too much bonus.. even if its one time thing. As far as I know, the game is at its threshold in combat damage.

people are able to do 1000 damage back to back. I still want Zen to make new weapons.. u know.
true, then keep in mind the potential for new armor and resistance bonuses, or DIFFERENT bonuses that are earned from the 2 years of training. i understand where you're coming from though
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