This is not so much a specific feature request as a brainstorming about
making humans more interesting, hopefully without making them more powerful
or less average. I believe that this can be done. Before I get started, I'm
going to list the other FR threads I've read that are relevant to this
subject, just for reference (both were closed without coming to anything):
2840578 Human Adaptation (Buff to humans)
2829130 Slight Human modification
So, again, my goal here is to think of ways that a) make humans more
interesting, b) without just making them less average, and c) without
making them "more interesting" by just making them more powerful.
So here are some ideas I've come up with, but I haven't thought about them
too much yet. Please reflect on these ideas or suggest your own. My hope is
to eventually implement the results of this FR in a patch, so this isn't
just random brainstorming--I am planning to take this somewhere practical.
Idea 1: At mid-to-low levels, give humans an ability to select one of their
known skills, and have experience taken from that skill at a 1-to-1 ratio
along with their experience pool when leveling up another skill. For
example: A human has 100 xp invested in Axes, but decides to select that
skill using their ability. The human then gains 2 xp into their xp pool,
and trains Maces using that xp. The xp pool might drop to 0, the Axes xp
would drop to 98, and the Maces xp would increase by 4. This idea would
make humans an ideal "newbie" species, because it would allow players to
undo skill choice mistakes. I like this idea, but it's hard for me to tell
whether this would actually violate principle (c) above or not. I think one
particular advantage of this change is that it wouldn't require too much
coding, in too many places.
Idea 2: It has already been suggested multiple places that humans learn new
skills faster, and high-level skills more slowly, thus giving them a
further advantage at being a jack-of-all-trades. I like this idea, but it
seems to have been squashed multiple times.
Idea 3: Each god could have one or more skills associated with it. When a
human prays to that God, it could (in addition to the other effects) treat
it as if the human was reading a Tome of those skills.
Some other malformed ideas that I wouldn't actually suggest at this point,
but might be good for brainstorming:
Idea 4: Give humans some bonus to learning redundant skills (like different
weapon proficiencies) or bonus FROM learning redundant skills.
Idea 5: Give humans a special bonus for reaching certain skill levels in
each skill--the more generally useful the skill, the higher the skill level
at which they receive the bonus. For example, maybe give humans a
(non-stacking) resistance to fire when they reach (say) 9 in Fire Magic
skill; an increased chance to dodge attacks from axes when they reach 7 in
Axe skill; and they could get a small bonus to attack speed when they reach
20 in Fighting. Really general skills like Fighting or Spellcasting might
give no special bonus at any level. The major problem with this idea is it
violates (c) above, AND would be a lot of programming just to make humans a
little more interesting. However, if the bonuses were used elsewhere, I
could see it being worthwhile.
Thoughts? Ideas?
Nobody/Anonymous
Atmosphere/Flavour
None
Public
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Date: 2009-11-17 18:57 Closing. Another eternal can of worms, and nothing will come out of it. |
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Date: 2009-11-09 23:25 Just better. |
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Date: 2009-11-09 23:13 Does Lemuel's suggestion actually make humans more interesting, or just |
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Date: 2009-11-09 22:24 I like Lemuel's suggestion the most: rescale apts so that humans' 100 is |
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Date: 2009-11-09 21:29 I don't see the gameplay benefit from having "generic boring super-average" |
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Date: 2009-11-09 19:19 Suggestions like kotk's are just more complicated and less transparent ways |
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Date: 2009-11-09 18:57 The humans may be made "studious". So they start with aptitudes 100 and for |
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Date: 2009-11-09 18:26 The simplest solution is to rescale aptitudes so that 100 is relatively |
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Date: 2009-11-09 18:07 For me it's kind of a catch-22. Because the humans serve a purpose of being |
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Date: 2009-11-09 17:46 The only thing I can take from this FR is to encourage humans even more to |
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Date: 2009-11-01 17:04 kotk: |
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Date: 2009-10-29 21:37 I've always been in favor of making humans cooler and more interesting. |
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Date: 2009-10-28 20:12 cryo: |
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Date: 2009-10-27 20:40 kotk: |
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Date: 2009-10-27 01:21 What if humans got a bonus of say 10-15 apt points to their starting skills |
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Date: 2009-10-26 23:22 Humans play OK. I have looked into the code. It is interesting how simple |
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Date: 2009-10-26 16:57 tromboneandrew: |
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Date: 2009-10-26 16:40 tromboneandrew: |
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Date: 2009-10-26 16:35 I don't see the need to change humans at all. They are supposed to be the |
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Date: 2009-10-25 21:37 dpeg: |
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Date: 2009-10-25 20:43 dploog: |
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Date: 2009-10-25 20:14 Personally, I don't think too much can be done. As I see it, there are a |
| Field | Old Value | Date | By |
|---|---|---|---|
| status_id | Open | 2009-11-17 18:57 | dploog |
| allow_comments | 1 | 2009-11-17 18:57 | dploog |
| close_date | - | 2009-11-17 18:57 | dploog |
| priority | 5 | 2009-11-09 17:46 | dploog |