2009.Aug.11, 04:07 PM
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? ). 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 )
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!
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 )
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!